Pukes in Keep

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:06 pm

Login to Humans in Keep:

o HP:Healthy MV:Full >
Radium narrates 'jaimie 3 in keep'


o S HP:Healthy MV:Fresh > The Grand Hall
[ obvious exits: N E S W ]
North: A trolloc is here commanding a fist of troops.
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.
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.

o S HP:Healthy MV:Full >
Radium narrates 'fermin draz elvira'

o S HP:Healthy MV:Full >


The Entrance to the Northern Twin Keep
[ obvious exits: E W ]
East: A beastly, boar-headed trolloc growls maliciously.
West: An artifact collector stands here, searching specific items.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.


* S HP:Healthy MV:Full > The Courtyard
[ obvious exits: E S ]
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A trolloc is here commanding a fist of troops.
An artifact collector stands here, searching specific items.
A hooved trolloc anxiously stamps its feet.

* S HP:Healthy MV:Full >
Alas, you cannot go that way...

* S HP:Healthy MV:Full > Players in your Zone
--------------------
Jaimie - The Courtyard
Radium - The Servants Rooms
Piperss - The Well
You catch a faint scent of a horse nearby.

* S HP:Healthy MV:Full >
A Destroyed Catapult
[ obvious exits: N E S ]
North: An artifact collector stands here, searching specific items.
South: A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.

* S HP:Healthy MV:Full >
Alas, you cannot go that way...

* S HP:Healthy MV:Full >
The Courtyard
[ obvious exits: N E S W ]
North: A trolloc is here commanding a fist of troops.
East: A wolfish trolloc is here, howling for blood.
South: A trolloc is here commanding a fist of troops.
West: A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.

* S HP:Healthy MV:Full >

The Courtyard
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here ruling a group of trollocs.
South: A trolloc is here ruling a group of trollocs.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Draz* is standing here, riding a warhorse.
*Fermin* is standing here.
*Elvira* is standing here.

* S HP:Healthy MV:Full > The Well
[ obvious exits: N E S W ]
North: East: A trolloc is here commanding a fist of troops.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here ruling a group of trollocs.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Healthy MV:Full >


The Courtyard
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooved trolloc anxiously stamps its feet.
A trolloc is here commanding a fist of troops.

* S HP:Healthy MV:Full > A bearish trolloc leaves east.
Entrance to the Courtyard
[ obvious exits: N E S W ]
North: A hooved trolloc anxiously stamps its feet.
South: A hooved trolloc anxiously stamps its feet.
West: A burly trolloc stands here, eyeing the surroundings.

* S HP:Healthy MV:Full > The Gatekeep
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Healthy MV:Full >
*Draz* has arrived from the east, riding a warhorse.
*Elvira* has arrived from the east.

* S HP:Healthy MV:Full >

You narrate 'they n of well'

* S HP:Healthy MV:Full > Wimpy reset to: 195 hit points.
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Healthy MV:Full - Elvira: Wounded >
*Draz* skillfully picks the lock of the stonegate.

* S HP:Healthy MV:Full - Elvira: Wounded >

It's already closed!

* S HP:Healthy MV:Full - Elvira: Wounded >
It's already closed!
*Draz* opens the stonegate.

* S HP:Healthy MV:Full - Elvira: Wounded >
*Elvira* tries to strike you, but you
deflect the blow.
The burly trolloc joins your fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
You try to pierce *Elvira*, but she deflects the blow.
You try to pierce *Elvira*, but she dodges the attack.
Ok.

* S HP:Healthy MV:Full - Elvira: Wounded >
It's already closed!


* S HP:Healthy MV:Full - Elvira: Wounded > It's already closed!


* S HP:Healthy MV:Full - Elvira: Wounded > It's already closed!


* S HP:Healthy MV:Full - Elvira: Wounded >
It's already closed!
*Elvira* panics, and attempts to flee!

* S HP:Healthy MV:Full - Elvira: Wounded >
It's already closed!

* S HP:Healthy MV:Full - Elvira: Wounded > It's already closed!


* S HP:Healthy MV:Full - Elvira: Wounded > It's already closed!


* S HP:Healthy MV:Full - Elvira: Wounded > 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 ]
A remnant of the Age of Legends juts from the soil.
*Elvira* is here, fighting YOU!
*Draz* is standing here, riding a warhorse.
The burly trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Draz.


* S HP:Healthy MV:Full - Elvira: Wounded > You do the best you can!
*Draz* opens the stonegate.


* S HP:Healthy MV:Full - Elvira: Wounded > You do the best you can!
*Draz* leaves west riding a warhorse.

* S HP:Healthy MV:Full - Elvira: Wounded > You do the best you can!

* S HP:Healthy MV:Full - Elvira: Wounded >
You swiftly dodge *Elvira*'s attempt to strike you.
*Elvira* swiftly dodges your attempt to pierce her.

* S HP:Healthy MV:Full - Elvira: Wounded >
You try to pierce *Elvira*, but she parries successfully.

* S HP:Healthy MV:Full - Elvira: Wounded >

*Elvira* panics, and attempts to flee!

* S HP:Healthy MV:Full - Elvira: Wounded > Ok.

* S HP:Healthy MV:Full - Elvira: Wounded >
The Gatekeep
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
*Elvira* is here, fighting YOU!
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.


* S HP:Healthy MV:Full - Elvira: Wounded > A muzzled trolloc joins your fight!
A muzzled trolloc joins a muzzled trolloc's fight!
The burly trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Healthy MV:Full - Elvira: Wounded >

You do the best you can!

* S HP:Healthy MV:Full - Elvira: Wounded > You do the best you can!

* S HP:Healthy MV:Full - Elvira: Wounded >
A muzzled trolloc tries to cleave Elvira, but she deflects the blow.
Elvira swiftly dodges a muzzled trolloc's attempt to cleave her.
The burly trolloc crushes Elvira's body extremely hard.
A muzzled trolloc tries to cleave Elvira, but she dodges the attack.
A muzzled trolloc tries to cleave Elvira, but she parries successfully.
*Elvira* tries to strike you, but you deflect the blow.
You try to pierce *Elvira*, but she parries successfully.

* S HP:Healthy MV:Full - Elvira: Wounded >

No way! You're fighting for your
life!

* S HP:Healthy MV:Full - Elvira: Wounded > [hide ]
No way! You're fighting for your life!

* S HP:Healthy MV:Full - Elvira: Wounded >
You try to pierce *Elvira*, but she parries successfully.
*Elvira* panics, and attempts to flee!

* S HP:Healthy MV:Full - Elvira: Wounded >

*Elvira* leaves east.

* S HP:Healthy MV:Full > It's already closed!

* S HP:Healthy MV:Full >


You narrate 'on stonegate'

* S HP:Healthy MV:Full >
Entrance to the Courtyard
[ obvious exits: N E S W ]
North: A hooved trolloc anxiously stamps its feet.
South: A hooved trolloc anxiously stamps its feet.
West: A burly trolloc stands here, eyeing the surroundings.
*Elvira* is standing here.

* S HP:Healthy MV:Full > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Full > You silently approach your victim...

-
Radium narrates 'yeah im low in abs'

= + * *
*Elvira* leaves north.

+ = - - = +
*
Backstab who?

* S HP:Healthy MV:Full > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.

* S HP:Healthy MV:Full > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Full >

Inside the Northern Gatekeep
[ obvious exits: E U ]
East: A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* S HP:Healthy MV:Full > They aren't here.

* S HP:Healthy MV:Full >

The Courtyard
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.

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

A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
East: *Elvira* is standing here.
South: A trolloc is here commanding a fist of troops.
A red-eyed raven is here flying around.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A wolfish trolloc is here, howling for blood.
A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A towering bull-headed abomination bellows orders at the horde.

* S HP:Healthy MV:Strong >
The Courtyard
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: A trolloc is here commanding a fist of troops.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Elvira* is standing here.

* S HP:Healthy MV:Strong > [hide ]
You attempt to hide yourself.


* S HP:Healthy MV:Strong > You silently approach your victim...

- = + * * + = - - = + *
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Healthy MV:Strong - Elvira: Wounded >
*Elvira* tries to strike you, but you parry successfully.

* S HP:Healthy MV:Strong - Elvira: Wounded >
*Elvira* tries to strike you, but you deflect the blow.

* S HP:Healthy MV:Strong - Elvira: Wounded >


You narrate 'clumsy elvira'

* S HP:Healthy MV:Strong - Elvira: Wounded > You narrate 'block gk'

* S HP:Healthy MV:Strong - Elvira: Wounded >
You swiftly dodge *Elvira*'s attempt to strike you.
You try to pierce *Elvira*, but she parries successfully.

* S HP:Healthy MV:Strong - Elvira: Wounded >
*Elvira* swiftly dodges Radium's attempt to pierce her.

* S HP:Healthy MV:Strong - Elvira: Wounded > PANIC! You couldn't escape!

* S HP:Healthy MV:Strong - Elvira: Wounded >

You panic and attempt to flee!


You flee head over heels.
The Well
[ obvious exits: N E S W ]
North: Radium is Toxic is here, fighting Elvira.
East: A trolloc is here ruling a group of trollocs.
West: A hooved trolloc anxiously stamps its feet.
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.
A bearish trolloc towers here, its snout drawn into a snarl.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Healthy MV:Strong >


The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: A bearish trolloc towers here, its snout drawn into a snarl.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
Radium is Toxic is here, fighting Elvira.
*Elvira* is here, fighting Radium.

* S HP:Healthy MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab them?!? They are in the throes of battle!
Radium panics, and attempts to flee!

* S HP:Healthy MV:Strong >

Radium leaves west.

* S HP:Healthy MV:Strong > You silently approach your victim...


*Elvira* tries to strike you, but you deflect the blow.

- =
*Elvira* tries to strike you, but you deflect the blow.

+ * * + = -
- Cancelled.

Elvira has quite a few wounds.

*Elvira* is using:
<used as light> a sphere of the Source
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn about body> a dress with colored bands at the hem
<worn on hands> a pair of dark gloves
<worn around wrist> a jeweled wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a yew staff
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a cup of thick syrup
a thin vial of yellow fluid
a leather water flask

* S HP:Healthy MV:Strong - Elvira: Wounded >

You try to pierce *Elvira*, but she deflects the blow.
*Elvira* tries to strike you, but you deflect the blow.

* S HP:Healthy MV:Strong - Elvira: Wounded > The Courtyard
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: A bearish trolloc towers here, its snout drawn into a snarl.
West: A Tower guard is here, fighting a Dha'vol trolloc.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Elvira* is here, fighting YOU!

* S HP:Healthy MV:Strong - Elvira: Wounded >

You narrate 'engage'

* S HP:Healthy MV:Strong - Elvira: Wounded > [remove throwing]
You stop using a sharp, red stone dagger.


* S HP:Healthy MV:Strong - Elvira: Wounded >
You try to quietly draw a throwing
spike from a camouflaged hood.

* S HP:Healthy MV:Strong - Elvira: Wounded > You throw a throwing spike at *Elvira*.

* S HP:Healthy MV:Strong - Elvira: Wounded >
*Elvira* tries to strike you, but you dodge the attack.

* S HP:Healthy MV:Strong - Elvira: Wounded >
A throwing spike arcs through the air.

* S HP:Healthy MV:Strong - Elvira: Wounded >
*Elvira* grunts in pain as she is struck by a throwing spike.
*Elvira* panics, and attempts to flee!
*Draz* has arrived from the west, riding a warhorse.

* S HP:Healthy MV:Strong - Elvira: Battered >

*Elvira* leaves east.

* S HP:Healthy MV:Strong > You try to quietly draw a throwing knife from a
half-cape of silk-lined leather.
You tickle *Draz*'s body with your pierce.

* S HP:Healthy MV:Strong - Draz: Beaten >
No way! You're fighting for your
life!

* S HP:Healthy MV:Strong - Draz: Beaten >

*Draz* tries to slash you, but you deflect the blow.
You barely tickle *Draz*'s body with your pierce.
You try to pierce *Draz*, but he deflects the blow.

* S HP:Healthy MV:Strong - Draz: Beaten > PANIC! You couldn't escape!


* S HP:Healthy MV:Strong - Draz: Beaten >
You sheath a throwing knife into a
camouflaged hood.

* S HP:Healthy MV:Strong - Draz: Beaten > You do the best you can!
*Draz* panics, and attempts to flee!

* S HP:Healthy MV:Strong - Draz: Beaten >

*Fermin* pierces your body very hard.
*Elvira* has arrived from the east.

* S HP:Scratched MV:Strong - Draz: Beaten > [wield throwing]
You wield a sharp, red stone dagger.

* S HP:Scratched MV:Strong - Draz: Beaten >
*Draz* leaves west riding a warhorse.

* S HP:Scratched MV:Strong - Fermin: Wounded >
*Elvira* leaves north.


* S HP:Scratched MV:Strong - Fermin: Wounded >

You try to pierce *Fermin*, but he
deflects the blow.
*Fermin* tries to pierce you, but you dodge the attack.
The night has begun.
Your heartbeat calms down more as you feel less panicked.
You do the best you can!

o S HP:Scratched MV:Fresh - Fermin: Wounded >
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

o S HP:Scratched MV:Fresh - Fermin: Wounded > *Fermin* tries to pierce you, but you parry successfully.
You panic and attempt to flee!

You flee head over heels.
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 ]
North: A trolloc is here commanding a fist of troops.
East: A trolloc is here ruling a group of trollocs.
South: A wolfish trolloc is here, howling for blood.
West: *Fermin* is standing here.
A hooved trolloc anxiously stamps its feet.
A bearish trolloc towers here, its snout drawn into a snarl.
They aren't here.

o S HP:Scratched MV:Full >

The Courtyard
[ obvious exits: N E S W ]
North: *Elvira* is here, fighting a fade.
East: A hooved trolloc anxiously stamps its feet.
South: A bearish trolloc towers here, its snout drawn into a snarl.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Fermin* is standing here.
You swiftly dodge *Fermin*'s attempt to pierce you.

o S HP:Scratched MV:Full - Fermin: Wounded >
No way! You're fighting for your
life!

o S HP:Scratched MV:Full - Fermin: Wounded >
You do the best you can!


o S HP:Scratched MV:Full - Fermin: Wounded > You try to pierce *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you parry successfully.
You panic and attempt to flee!

*Fermin* tries to pierce you, but you deflect the blow.
You flee head over heels.
The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
South: *Fermin* is standing here.
*Elvira* is standing here.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.
You try to pierce *Elvira*, but she parries successfully.

* S HP:Scratched MV:Full - Elvira: Battered >
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Scratched MV:Full - Elvira: Battered >

Arglebargle, glop-glyf!?!

* S HP:Scratched MV:Full - Elvira: Battered >
*Elvira* tries to strike you, but
you deflect the blow.
A fade joins your fight!
A fade joins a fade's fight!
A goat-faced trolloc joins a fade's fight!
You try to pierce *Elvira*, but she deflects the blow.
You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Scratched MV:Full - Elvira: Battered >
You do the best you can!

* S HP:Scratched MV:Full - Elvira: Battered > You do the best you can!

* S HP:Scratched MV:Full - Elvira: Battered >

* S HP:Scratched MV:Full - Elvira:
Battered >
You do the best you can!


* S HP:Scratched MV:Full - Elvira: Battered > No way! You're fighting for your
life!
*Elvira* panics, and attempts to flee!

* S HP:Scratched MV:Full - Elvira: Battered >
You do the best you can!

* S HP:Scratched MV:Full - Elvira: Battered >
No way! You're fighting for your
life!

* S HP:Scratched MV:Full - Elvira: Battered >
You do the best you can!


* S HP:Scratched MV:Full - Elvira: Battered > No way! You're fighting for your
life!


* S HP:Scratched MV:Full - Elvira: Battered > You do the best you can!
*Elvira* panics, and attempts to flee!


* S HP:Scratched MV:Full - Elvira: Battered > Elvira swiftly dodges a goat-faced
trolloc's attempt to whip her.
A fade tries to slash Elvira, but she parries successfully.
A fade tries to slash Elvira, but she parries successfully.
You try to pierce *Elvira*, but she deflects the blow.
No way! You're fighting for your life!

* S HP:Scratched MV:Full - Elvira: Battered > You do the best you can!
*Fermin* has arrived from the south.


* S HP:Scratched MV:Full - Elvira: Battered >
No way! You're fighting for your
life!

* S HP:Scratched MV:Full - Elvira: Battered > You do the best you can!
*Elvira* leaves south.

* S HP:Scratched MV:Full >
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Scratched MV:Full - Fermin: Wounded >

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

* S HP:Scratched MV:Full - Fermin: Wounded >
No way! You're fighting for your
life!

* S HP:Scratched MV:Full - Fermin: Wounded > No way! You're fighting for your
life!

* S HP:Scratched MV:Full - Fermin: Wounded >

You try to pierce *Fermin*, but he deflects the blow.
A fade joins your fight!
A fade joins a fade's fight!
A goat-faced trolloc joins a fade's fight!
*Fermin* tries to pierce you, but you deflect the blow.

* S HP:Scratched MV:Full - Fermin: Wounded >
PANIC! You couldn't escape!

* S HP:Scratched MV:Full - Fermin: Wounded > No way! You're fighting for your
life!

* S HP:Scratched MV:Full - Fermin: Wounded >
*Fermin* looks at you.

* S HP:Scratched MV:Full - Fermin: Wounded >

Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Scratched MV:Full - Fermin: Wounded >
You panic and attempt to flee!


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



Radium narrates 'they 1n well'

A goat-faced trolloc tries to whip Fermin, but he parries successfully.
A fade slashes Fermin's body very hard.
A fade tries to slash Fermin, but he parries successfully.
*Fermin* swiftly dodges your attempt to pierce him.
*Fermin* tries to pierce you, but you deflect the blow.
You flee head over heels.
The Courtyard
[ obvious exits: N E S W ]
North: *Fermin* is here, fighting a fade.
East: A hooved trolloc anxiously stamps its feet.
South: A bearish trolloc towers here, its snout drawn into a snarl.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.
The Well
[ obvious exits: N E S W ]
North: A Tower guard is here protecting the peace.
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: Radium is Toxic is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A bearish trolloc towers here, its snout drawn into a snarl.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Scratched MV:Full >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
Radium is Toxic is standing here.
A wolfish trolloc is here, howling for blood.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
Radium narrates 'draz beat'

o S HP:Scratched MV:Full >

Entrance to the Courtyard
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
East: A hooved trolloc anxiously stamps its feet.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.

o S HP:Scratched MV:Full > The Gatekeep
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Scratched MV:Full >
You narrate 'nod'

o S HP:Scratched MV:Full >
A pike has been raised here for showing off trophies.
You narrate 'they 1n well'

o S HP:Scratched MV:Full >
Entrance to the Courtyard
[ obvious exits: N E S W ]
North: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.


o S HP:Scratched MV:Full >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.
A trolloc is here ruling a group of trollocs.

o S HP:Scratched MV:Full > The Well
[ obvious exits: N E S W ]
North: *Fermin* is standing here.
East: A wolfish trolloc is here, howling for blood.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Radium is Toxic is standing here.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Scratched MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Scratched MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Scratched MV:Full >
Kodiak has arrived from the south.

o S HP:Scratched MV:Full >
Kodiak leaves north.

o S HP:Scratched MV:Full >

Kodiak has arrived from the north.

o S HP:Scratched MV:Full >
The Courtyard
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: Kodiak the Lowly Wretch is standing here.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

* S HP:Scratched MV:Full > [hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Full > You silently approach your victim...

- = + *
*Draz* tries to slash you, but you parry successfully.


*Elvira* tries to strike you, but you deflect the blow.

* +
*Fermin* tries to pierce you, but you parry successfully.

= -
*Fermin* tries to pierce you, but you parry successfully.
*Elvira* tries to strike you, but you parry successfully.
*Draz* tries to slash you, but you deflect the blow.

- =
+
Cancelled.
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Scratched MV:Full - Draz: Battered >
You panic and attempt to flee!


*Fermin* tries to pierce you, but you parry successfully.



*Fermin* pierces your body extremely hard.
*Elvira* tries to strike you, but you dodge the attack.


You flee head over heels.
The Blacksmith's Workshop
[ obvious exits: S U ]
South: *Fermin* is standing here.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.
They aren't here.

* S HP:Scratched MV:Full >
They aren't here.

* S HP:Scratched MV:Full > They aren't here.

* S HP:Scratched MV:Full > They aren't here.

* S HP:Scratched MV:Full >


They aren't here.

* S HP:Scratched MV:Full > They aren't here.

* S HP:Scratched MV:Full > They aren't here.


* S HP:Scratched MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

* S HP:Scratched MV:Full > On the Castle Wall
The castle wall ends here as it joins to the north with the mountain side.
The true defendability of this castle is now obvious as it is nestled in
the mountain making the west the only necessary place to defend.
[ obvious exits: S D ]
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Down: A fade emerges from the shadows as you pass by.

o S HP:Scratched MV:Full >

Ok.

o S HP:Scratched MV:Full >
On the Castle Wall
The castle wall ends here as it joins to the north with the mountain side.
The true defendability of this castle is now obvious as it is nestled in
the mountain making the west the only necessary place to defend.
[ obvious exits: S D ]
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Down: A fade emerges from the shadows as you pass by.

o S HP:Scratched MV:Full > [remove throwing]
You stop using a sharp, red stone dagger.

o S HP:Scratched MV:Full >
You try to quietly draw a throwing knife from a
camouflaged hood.

o S HP:Scratched MV:Full >

A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

o S HP:Scratched MV:Full > The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
South: *Fermin* is standing here.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.


* S HP:Scratched MV:Full > *Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

* S HP:Scratched MV:Full >


You narrate 'spam at gk'

* S HP:Scratched MV:Full >
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: A wolfish trolloc is here, howling for blood.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

* S HP:Scratched MV:Strong > *Fermin* swiftly dodges your attempt to pierce him.

* S HP:Scratched MV:Strong - Fermin: Wounded > *Fermin* tries to pierce you, but you deflect the blow.
You try to pierce *Fermin*, but he deflects the blow.
[throw draz]
You throw a throwing knife at *Draz*.

* S HP:Scratched MV:Strong - Fermin: Wounded >
A throwing knife arcs through the air.

* S HP:Scratched MV:Strong - Fermin: Wounded >
*Draz* tries to slash you, but you deflect the blow.

* S HP:Scratched MV:Strong - Fermin: Wounded >
*Draz* spasms in excruciating pain as he is struck by a throwing knife.

* S HP:Scratched MV:Strong - Fermin: Wounded >
*Elvira* tries to strike you, but you dodge the attack.

* S HP:Scratched MV:Strong - Fermin: Wounded >

*Elvira* strikes your body very hard.
*Fermin* tries to pierce you, but you deflect the blow.

* S HP:Hurt MV:Strong - Fermin: Wounded >
You try to quietly draw a throwing
knife from a set of cloth sleeves.

* S HP:Hurt MV:Strong - Fermin: Wounded > [throw draz]
You throw a throwing knife at *Draz*.

* S HP:Hurt MV:Strong - Fermin: Wounded >
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Hurt MV:Strong - Fermin: Wounded >
A throwing knife arcs through the air.

* S HP:Hurt MV:Strong - Fermin: Wounded >
*Draz* grunts in pain as he is struck by a throwing knife.

* S HP:Hurt MV:Strong - Fermin: Wounded >


Arglebargle, glop-glyf!?!

* S HP:Hurt MV:Strong - Fermin: Wounded > You swiftly dodge *Elvira*'s attempt to strike you.
*Draz* slashes your body with Striking the Spark.
*Fermin* pierces your body extremely hard.
[throw draz]
You try to quietly draw a throwing knife from a silver Kandori wristcuff.

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

* +
*Elvira* drinks water from a leather water flask.

= - -
You swiftly dodge *Elvira*'s attempt to strike you.
*Fermin* pierces your right arm very hard.
You try to pierce *Fermin*, but he parries successfully.
You throw a throwing knife at *Draz*.

* S HP:Hurt MV:Strong - Fermin: Wounded >
*Elvira* drinks water from a leather water flask.

* S HP:Hurt MV:Strong - Fermin: Wounded >
A throwing knife arcs through the air.

* S HP:Hurt MV:Strong - Fermin: Wounded >

*Draz* sends you sprawling with a powerful bash!

* S HP:Wounded MV:Strong - Fermin: Wounded >
*Draz* grunts in pain as he is struck by a throwing knife.

* S HP:Wounded MV:Strong - Fermin: Wounded >
*Fermin* pierces your left arm extremely hard.

* S HP:Wounded MV:Strong - Fermin: Wounded >
*Draz* stops using an opal adorned steel tulwar.

* S HP:Wounded MV:Strong - Fermin: Wounded >
*Draz* draws a feathered Kandori paramerion in a smooth motion, Unfolding the Fan.

* S HP:Wounded MV:Strong - Fermin: Wounded >
*Elvira* strikes your right arm into bloody fragments!
*Draz* flows effortlessly into Whirlwind on the Mountain.
*Draz* pierces your head into bloody fragments!
*Fermin* pierces your right arm into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!




You flee head over heels.
The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
South: *Fermin* is standing here.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.
You try to quietly draw a throwing knife from a silver Kandori wristcuff.

* S HP:Battered MV:Strong > Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Battered MV:Strong > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A hooved trolloc anxiously stamps its feet.
South: A wolfish trolloc is here, howling for blood.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Battered MV:Strong - Fermin: Wounded > HP:Battered MP:Strong
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are fighting Fermin.

* S HP:Battered MV:Strong - Fermin: Wounded >
You try to pierce *Fermin*, but he deflects the blow.
A Tower guard joins Fermin's fight!
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Battered MV:Strong - Fermin: Wounded >
*Draz* pierces your left arm very hard.
You panic and attempt to flee!



Streaks of fire from *Elvira* are extinguished into nothingness.

*Draz* tries to pierce you, but you parry successfully.
A Tower guard tries to pierce you, but you deflect the blow.
You try to pierce *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
You flee head over heels.
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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
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 ]
North: A trolloc is here ruling a group of trollocs.

o S HP:Battered MV:Full >
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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Battered MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Battered MV:Full >

You sheath a throwing knife into a camouflaged hood.
Radium has arrived from the west.

o S HP:Battered MV:Full > [wield throwing]
You wield a sharp, red stone dagger.

o S HP:Battered MV:Full >
Scan in what direction?


o S HP:Battered MV:Full >

They aren't here.

o S HP:Battered MV:Full >
They aren't here.

o S HP:Battered MV:Full > They aren't here.

o S HP:Battered MV:Full > They aren't here.

o S HP:Battered MV:Full >

You narrate 'draz crit'

o S HP:Battered MV:Full >
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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
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.
Radium is Toxic is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Battered MV:Full > Arglebargle, glop-glyf!?!

o S HP:Battered MV:Full >
[remove throwing]
You stop using a sharp, red stone dagger.

o S HP:Battered MV:Full >
You try to quietly draw a throwing knife from a
camouflaged hood.

o S HP:Battered MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Battered MV:Full >
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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
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.
Radium is Toxic is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Battered MV:Full >
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here commanding a fist of troops.
South: Radium is Toxic is standing here.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.
You swiftly dodge *Elvira*'s attempt to strike you.

* S HP:Battered MV:Full - Elvira: Wounded >

You try to pierce *Elvira*, but she deflects the blow.
A Tower guard joins Elvira's fight!
You swiftly dodge *Elvira*'s attempt to strike you.

* S HP:Battered MV:Full - Elvira: Wounded > [throw draz]
You throw a throwing knife at *Draz*.

* S HP:Battered MV:Full - Elvira: Wounded >

A throwing knife arcs through the air.
*Draz* flows effortlessly into Bundling Straw.
*Draz* pierces your left arm extremely hard.

Cancelled.
You panic and attempt to flee!


*Draz* spasms in excruciating pain as he is struck by a throwing knife.


*Draz* pierces your head very hard.


*Draz* tries to pierce you, but you parry successfully.
A Tower guard tries to pierce you, but you deflect the blow.


You flee head over heels.
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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Battered MV:Full >
You have 143(391) hit and 237(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Battered MV:Full >
Radium has arrived from the north.
Radium panics, and attempts to flee!
Radium leaves north.

o S HP:Battered MV:Full >

You will now flee if you go below 90 hit points.

o S HP:Battered MV:Full > You try to quietly draw a throwing knife from a tooled
leather belt.

o S HP:Battered MV:Full >

The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here commanding a fist of troops.
South: A trolloc is here ruling a group of trollocs.
West: A red-eyed raven is here flying around.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
Radium is Toxic is here, fighting Fermin.
*Fermin* is here, fighting Radium.
A Tower guard is here protecting the peace.
*Draz* is here, fighting Radium, riding a warhorse.
*Elvira* is standing here.

* S HP:Battered MV:Full > [throw draz]
The fighting is too thick for you to be able to aim properly!

* S HP:Battered MV:Full >
*Draz* pierces Radium's body with Moon Rises Over the Water.
A Tower guard joins Draz's fight!
*Fermin* pierces Radium's right arm.
*Draz* disarms Radium's weapon with one swift strike.
*Draz* pierces Radium's left leg very hard.
*Fermin* pierces Radium's body.
You swiftly dodge *Elvira*'s attempt to strike you.

* S HP:Battered MV:Full - Elvira: Wounded >
Radium leaves north.

* S HP:Battered MV:Full - Elvira: Wounded >
*Fermin* tries to pierce you, but you deflect the blow.

* S HP:Battered MV:Full - Elvira: Wounded >

*Draz* pierces your right leg into bloody fragments!

* S HP:Beaten MV:Full - Elvira: Wounded > [throw draz]
You throw a throwing knife at *Draz*.

* S HP:Beaten MV:Full - Elvira: Wounded >

A throwing knife arcs through the air.

* S HP:Beaten MV:Full - Elvira: Wounded >

*Draz* spasms in excruciating pain as he is struck by a throwing knife.

* S HP:Beaten MV:Full - Elvira: Wounded >
*Draz* pierces your right leg extremely hard.
*Fermin* tries to pierce you, but you deflect the blow.
You swiftly dodge *Elvira*'s attempt to strike you.
Streaks of fire from *Elvira* are extinguished into nothingness.

* S HP:Beaten MV:Full - Elvira: Wounded >
*Draz* flows effortlessly into Moon Rises Over the Water.
*Draz* pierces your right leg hard.
You panic and attempt to flee!

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

A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
East: *Fermin* is standing here.
South: A wolfish trolloc is here, howling for blood.
A red-eyed raven is here flying around.
A hooved trolloc anxiously stamps its feet.
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A towering bull-headed abomination bellows orders at the horde.
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Full > [wield throwing]
You wield a sharp, red stone dagger.

o S HP:Beaten MV:Full >
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 ]
North: A red-eyed raven is here flying around.
East: A trolloc is here commanding a fist of troops.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Full > You are carrying:
Nothing.

o S HP:Beaten MV:Full >

You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.
You get a throwing knife from a backpack.

o S HP:Beaten MV:Full > [remove throwing]
You stop using a sharp, red stone dagger.

o S HP:Beaten MV:Full >
Radium narrates 'im crit'

o S HP:Beaten MV:Full >

You wield a throwing knife.

o S HP:Beaten MV:Full > You sheath a throwing knife into a camouflaged hood.

o S HP:Beaten MV:Full >
You wield a throwing knife.

o S HP:Beaten MV:Full > You sheath a throwing knife into a half-cape of
silk-lined leather.


o S HP:Beaten MV:Full > You wield a throwing knife.

o S HP:Beaten MV:Full >
You sheath a throwing knife into a set of cloth sleeves.

o S HP:Beaten MV:Full >
You wield a throwing knife.

o S HP:Beaten MV:Full >
You sheath a throwing knife into a silver Kandori
wristcuff.

o S HP:Beaten MV:Full > You wield a throwing knife.


o S HP:Beaten MV:Full > You sheath a throwing knife into a silver Kandori
wristcuff.

o S HP:Beaten MV:Full > You wield a throwing knife.

o S HP:Beaten MV:Full > You sheath a throwing knife into a tooled leather belt.

o S HP:Beaten MV:Full > You wield a throwing knife.

o S HP:Beaten MV:Full > There is already something in a pair of earthen colored
breeches.

o S HP:Beaten MV:Full > You're already wielding a weapon.

o S HP:Beaten MV:Full > There is already something in a pair of earthen colored
breeches.
*Draz* has arrived from the north, riding a warhorse.
*Elvira* has arrived from the north.
A Tower guard has arrived from the north.


* S HP:Beaten MV:Full >
*Draz* leaves south riding a warhorse.
*Elvira* leaves south.
A Tower guard leaves south.


o S HP:Beaten MV:Full > 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 ]
North: *Fermin* is standing here.
East: A trolloc is here commanding a fist of troops.
South: A Tower guard is here protecting the peace.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
You are carrying:
a sharp, red stone dagger
a throwing knife

o S HP:Beaten MV:Full > [remove throwing]
You stop using a throwing knife.

o S HP:Beaten MV:Full >


The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.

o S HP:Beaten MV:Full >
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 ]
East: A Tower guard is here protecting the peace.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.

o S HP:Beaten MV:Full >
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 ]
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

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

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

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

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

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

o S HP:Beaten MV:Full >
{target}={light}
>

You are carrying:
a sharp, red stone dagger
[2] a throwing knife

o S HP:Beaten MV:Full > 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 ]
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.

o S HP:Beaten MV:Full >
*Fermin* tries to pierce you, but you parry successfully.


o S HP:Beaten MV:Full - Fermin: Wounded >
A hooved trolloc anxiously stamps its
feet.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
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.

o S HP:Beaten MV:Full - Fermin: Wounded >
No way! You're fighting for your
life!

o S HP:Beaten MV:Full - Fermin: Wounded > You panic and attempt to flee!


*Fermin* tries to pierce you, but you parry successfully.


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



*Draz* has arrived from the east, riding a warhorse.
*Elvira* has arrived from the east.
A Tower guard has arrived from the east.


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

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
South: A juvenile trolloc waits hungrily to be fed.
West: A Tower guard is here protecting the peace.

o S HP:Beaten MV:Full >

[wield throwing]
You wield a sharp, red stone dagger.

o S HP:Beaten MV:Full > Arglebargle, glop-glyf!?!

o S HP:Beaten MV:Full >

*Fermin* tries to pierce you, but you parry successfully.

o S HP:Beaten MV:Full - Fermin: Wounded > No way! You're fighting for your
life!

o S HP:Beaten MV:Full - Fermin: Wounded >

You panic and attempt to flee!


You swiftly dodge *Fermin*'s attempt to pierce you.
*Draz* has arrived from the west, riding a warhorse.
*Elvira* has arrived from the west.
A Tower guard has arrived from the west.
*Elvira* strikes your body hard.


You fumble a sharp, red stone dagger as you are struck.
*Draz* pierces your right arm extremely hard.
You wish that your wounds would stop BLEEDING so much!



*Draz* tries to pierce you, but you deflect the blow.
*Fermin* tries to pierce you, but you parry successfully.


*Elvira* gets a thin vial of yellow fluid from a small purse.

You flee head over heels.
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
South: A young trolloc is here, growling with a deep bloodlust.
West: A Tower guard is here protecting the peace.
The corpse of a Ghar'ghael trolloc is lying here.
Alas, you cannot go that way...

o S HP:Beaten MV:Full >
[wield throwing]
You wield a sharp, red stone dagger.


o S HP:Beaten MV:Full > The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A wolfish trolloc is here, howling for blood.
East: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Strong >
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
North: A trolloc is here ruling a group of trollocs.
West: A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Strong >
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 ]
North: A trolloc is here commanding a fist of troops.
East: A wolfish trolloc is here, howling for blood.
West: A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Strong >
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Strong > Players in your Zone
--------------------
Jaimie - The Courtyard
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Strong >


Your heartbeat calms down more as you feel less panicked.

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 ]
East: A trolloc is here commanding a fist of troops.
South: A Tower guard is here protecting the peace.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full > *Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.


o S HP:Beaten MV:Full > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here commanding a fist of troops.
South: A trolloc is here ruling a group of trollocs.
West: A wolfish trolloc is here, howling for blood.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Beaten MV:Full >
Yes, narrate, fine, narrate we must, but WHAT???

o S HP:Beaten MV:Full >
The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
Up: A red-eyed raven is here flying around.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

* S HP:Beaten MV:Full >

* S HP:Beaten MV:Full >
You narrate 'they 1s well'

* S HP:Beaten MV:Full >

Players in your Zone
--------------------
Jaimie - The Blacksmith's Workshop
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

* S HP:Beaten MV:Full > The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
Up: A red-eyed raven is here flying around.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

* S HP:Beaten MV:Full >

The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here commanding a fist of troops.
South: A trolloc is here ruling a group of trollocs.
West: A wolfish trolloc is here, howling for blood.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
South: *Fermin* is standing here.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
South: *Fermin* is standing here.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >

*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
South: *Fermin* is standing here.
West: A bearish trolloc towers here, its snout drawn into a snarl.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
You narrate 'group at gk'


o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
South: *Fermin* is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >


o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
South: *Fermin* is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >

The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.

o S HP:Beaten MV:Full >
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 ]
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Full > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Beaten MV:Full >

A bearish trolloc towers here, its snout drawn into a
snarl.

o S HP:Beaten MV:Full > Players in your Zone
--------------------
Jaimie - The Gatekeep
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
Radium narrates 'i have no hps'

o S HP:Beaten MV:Full >
Arglebargle, glop-glyf!?!

o S HP:Beaten MV:Full >

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 ]
North: A wolfish trolloc is here, howling for blood.
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Full >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Full > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: *Fermin* is standing here.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
You have 77(391) hit and 229(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Beaten MV:Full >
You narrate 'same'

o S HP:Beaten MV:Full >
*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: *Fermin* is standing here.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Full > You are carrying:
[2] a throwing knife

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >

*Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: *Fermin* is standing here.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >


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 ]
North: A trolloc is here commanding a fist of troops.
East: A trolloc is here ruling a group of trollocs.
West: A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.

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

o S HP:Beaten MV:Full > The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
North: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Full >

The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A trolloc is here ruling a group of trollocs.
East: A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Full > The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A wolfish trolloc is here, howling for blood.
West: A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - The Entrance to the Great Hall
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A young trolloc is here, growling with a deep bloodlust.
East: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.
A red-eyed raven is perched nearby, staring silently at you.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

o S HP:Beaten MV:Full >
The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
South: A wolfish trolloc is here, howling for blood.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Strong >
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
East: A young trolloc is here, growling with a deep bloodlust.
A small loaf of crusty bread rests nearby.
A bearish trolloc towers here, its snout drawn into a snarl.
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 wolfish trolloc is here, howling for blood.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.

o S HP:Beaten MV:Strong >
The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
South: A wolfish trolloc is here, howling for blood.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Strong >
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A young trolloc is here, growling with a deep bloodlust.
East: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.
A red-eyed raven is perched nearby, staring silently at you.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.


o S HP:Beaten MV:Strong >
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A wolfish trolloc is here, howling for blood.
West: A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.

o S HP:Beaten MV:Strong > The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A trolloc is here ruling a group of trollocs.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A Tower guard is here protecting the peace.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Strong >
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Beaten MV:Strong >
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
North: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Strong >

Players in your Zone
--------------------
Jaimie - The Courtyard
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Strong > 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 ]
North: A trolloc is here commanding a fist of troops.
East: A trolloc is here ruling a group of trollocs.
West: A trolloc is here ruling a group of trollocs.
A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Strong >
[remove throwing]
You stop using a sharp, red stone dagger.

o S HP:Beaten MV:Strong >
You try to quietly draw a throwing knife from a
camouflaged hood.

o S HP:Beaten MV:Strong >

Alas, you cannot go that way...

o S HP:Beaten MV:Strong > [throw draz]
Throw at who?

o S HP:Beaten MV:Strong >
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
North: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.


o S HP:Beaten MV:Strong >
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A trolloc is here ruling a group of trollocs.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A Tower guard is here protecting the peace.
A wolfish trolloc is here, howling for blood.

o S HP:Beaten MV:Strong >
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A young trolloc is here, growling with a deep bloodlust.
West: *Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

* S HP:Beaten MV:Strong > [throw draz]
You throw a throwing knife at *Draz*.
*Elvira* tries to strike you, but you parry successfully.

* S HP:Beaten MV:Strong - Elvira: Wounded >
A throwing knife arcs through the air.
*Elvira* tries to strike you, but you dodge the attack.
A Tower guard joins Elvira's fight!

* S HP:Beaten MV:Strong - Elvira: Wounded >
*Draz* slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!



*Draz* grunts in pain as he is struck by a throwing knife.




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

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
East: A Tower guard is here protecting the peace.
South: A juvenile trolloc waits hungrily to be fed.
West: A bearish trolloc towers here, its snout drawn into a snarl.
*Fermin* is standing here.
I see no fen here.

o S HP:Beaten MV:Strong > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A young trolloc is here, growling with a deep bloodlust.
West: *Fermin* is standing here.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...
*Fermin* tries to pierce you, but you deflect the blow.

* S HP:Beaten MV:Strong - Fermin: Hurt > Arglebargle, glop-glyf!?!

* S HP:Beaten MV:Strong - Fermin: Hurt >

*Fermin* tries to pierce you, but you dodge the attack.
You panic and attempt to flee!


You dodge a bash from *Draz* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!



*Fermin* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!

A Tower guard joins Draz's fight!


You wish that your wounds would stop BLEEDING so much!

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

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
East: *Fermin* is standing here.
South: A juvenile trolloc waits hungrily to be fed.
West: A bearish trolloc towers here, its snout drawn into a snarl.
You gasp in pain as streaks of fire from *Elvira* burn your body!

o S HP:Critical MV:Strong > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Critical MV:Strong >

You are carrying:
a sharp, red stone dagger
[2] a throwing knife

o S HP:Critical MV:Strong > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A trolloc is here ruling a group of trollocs.
West: A hooved trolloc anxiously stamps its feet.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Critical MV:Strong >

You are not wielding a weapon.

o S HP:Critical MV:Strong >
[wield throwing]
You wield a sharp, red stone dagger.

o S HP:Critical MV:Strong > The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
Up: A red-eyed raven is here flying around.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

* S HP:Critical MV:Strong >
You have 10(391) hit and 194(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Critical MV:Strong >
Arglebargle, glop-glyf!?!

* S HP:Critical MV:Strong >
The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
Up: A red-eyed raven is here flying around.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

* S HP:Critical MV:Strong >
Your heartbeat calms down more as you feel less
panicked.

* S HP:Critical MV:Full >

You narrate '10 hp'


* S HP:Critical MV:Full >
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A trolloc is here ruling a group of trollocs.
West: A hooved trolloc anxiously stamps its feet.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Critical MV:Full > 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 ]
East: A wolfish trolloc is here, howling for blood.
South: A tall, ramshorned trolloc is here, commanding.
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.

o S HP:Critical MV:Full > The Courtyard
A sheer cliff looms up into the sky. The wind screams down from the mountain
above to whistle through the twin keeps. Vines have tried to creep up part of
the cliff, but eventually are unable to overcome gravity. There appears to be a
ledge far up the cliff.
[ obvious exits: N S W ]
A wolfish trolloc is here, howling for blood.
A hooved trolloc anxiously stamps its feet.

o S HP:Critical MV:Full >
The Courtyard
This section of the courtyard runs along the outer walls surrounding the
keep. The walls are covered in a black moss along with black vines
encasing the keep totally. With close examination it seems that this keep
is faring the effects that age has had on it better than the rest of the
castle grounds. The entrance to the southern keep lies to the south, a
destroyed catapult lies to the west and the courtyard extends to the south.
[ obvious exits: S W ]
South: A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.

o S HP:Critical MV:Full >

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 ]
North: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
East: A trolloc is here commanding a fist of troops.
South: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Full > 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 ]
East: An artifact collector stands here, searching specific items.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooved trolloc anxiously stamps its feet.

o S HP:Critical MV:Full >

Alas, you cannot go that way...

o S HP:Critical MV:Full >
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 ]
East: A beastly, boar-headed trolloc growls maliciously.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
An artifact collector stands here, searching specific items.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

o S HP:Critical MV:Full > 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 ]
North: A trolloc is here commanding a fist of troops.
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: An artifact collector stands here, searching specific items.
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.

o S HP:Critical MV:Full >
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.

o S HP:Critical MV:Full >
Falling silent, a muzzled trolloc tests the wind... and
begins to growl.
A lame trolloc stands here, guarding the possessions of others.
A silent, black-robed figure watches you from afar.
A silent, black-robed figure watches you from afar.
A silent, black-robed figure watches you from afar.

o S HP:Critical MV:Full >

You narrate 'where dl'

o S HP:Critical MV:Full > 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 ]
North: A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
West: A beastly, boar-headed trolloc growls maliciously.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Full >

A tall and cloaked myrddraal locks eyes with you,
smiling cruelly.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.

o S HP:Critical MV:Full > The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
North: A hideous trolloc is here, in a world of hurt.
South: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Full >
Radium narrates 'im up to 50'


o S HP:Critical MV:Full > 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.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

o S HP:Critical MV:Full >
A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A short, shifty trolloc conceals herself in the shadows here.

o S HP:Critical MV:Full >

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 ]
North: A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
West: A beastly, boar-headed trolloc growls maliciously.
A bearish trolloc towers here, its snout drawn into a snarl.


o S HP:Critical MV:Full > The Southern Wing of the Grand Hall
This wing of the Grand Hall is pretty much the same as the other wings. The
marble making up the surface of the walls and the floor is cracked and
dirty, and in some places the marble slabs have totally come away from the
wall and lie in shambles on the floor of the once great hall. To the north
is the intersection of all the halls and to the south is a further extension
of the southern wing.
[ obvious exits: N S ]
North: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Full > The Southern Wing of the Grand Hall
The condition of this area of the hall is actually not in as bad condition
as the rest of the halls. The torch holders are still hanging on the walls,
and most of the marble slabs making up the walls and the floor are not
cracked or broken. The hall continues to the north, the kitchen is to the
west and the dining room lies to the east.
[ obvious exits: N E W ]
East: A sleek trolloc blends into the background.
West: A figure stands here, ready to collect unwanted things.
Radium narrates 'not sure'

o S HP:Critical MV:Full >
A sleek trolloc blends into the background.
The postmaster stands here, ready to deliver the mail.

o S HP:Critical MV:Full >
A figure stands here, ready to collect unwanted things.
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
A grotesquely fat and particularly bloody trolloc lumbers about here.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A large boar-headed butcher stands here making some Aes Sedai stew.


o S HP:Critical MV:Full >
The Southern Wing of the Grand Hall
This wing of the Grand Hall is pretty much the same as the other wings. The
marble making up the surface of the walls and the floor is cracked and
dirty, and in some places the marble slabs have totally come away from the
wall and lie in shambles on the floor of the once great hall. To the north
is the intersection of all the halls and to the south is a further extension
of the southern wing.
[ obvious exits: N S ]
North: A bearish trolloc towers here, its snout drawn into a snarl.


o S HP:Critical MV:Full > 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 ]
North: A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
West: A beastly, boar-headed trolloc growls maliciously.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Full > The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
North: A hideous trolloc is here, in a world of hurt.
South: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.
Radium narrates 'may be dead'

o S HP:Critical MV:Full >
Players in your Zone
--------------------
Jaimie - The Eastern Wing of the Grand Hall
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Full >

You narrate 'butcher'


o S HP:Critical MV:Full > 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 ]
North: A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
West: A beastly, boar-headed trolloc growls maliciously.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong > The Southern Wing of the Grand Hall
This wing of the Grand Hall is pretty much the same as the other wings. The
marble making up the surface of the walls and the floor is cracked and
dirty, and in some places the marble slabs have totally come away from the
wall and lie in shambles on the floor of the once great hall. To the north
is the intersection of all the halls and to the south is a further extension
of the southern wing.
[ obvious exits: N S ]
North: A bearish trolloc towers here, its snout drawn into a snarl.


o S HP:Critical MV:Strong >
The Southern Wing of the Grand Hall
The condition of this area of the hall is actually not in as bad condition
as the rest of the halls. The torch holders are still hanging on the walls,
and most of the marble slabs making up the walls and the floor are not
cracked or broken. The hall continues to the north, the kitchen is to the
west and the dining room lies to the east.
[ obvious exits: N E W ]
East: A sleek trolloc blends into the background.
West: A figure stands here, ready to collect unwanted things.

o S HP:Critical MV:Strong > In the Kitchen
This kitchen lies in shambles. All the counters and storage areas have been
totally destroyed in what looks like a huge fire. The entire room is charred
and covered in a thick black silt making it kind of hard to breath. Old
ruined cooking utensils can be seen lying on the floor blackened from the
fire that ravaged this place. The only exit is the the east back into the
Grand Hall.
A bloodstained sign sits on the wall.
[ obvious exits: E ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A figure stands here, ready to collect unwanted things.
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
A grotesquely fat and particularly bloody trolloc lumbers about here.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A large boar-headed butcher stands here making some Aes Sedai stew.


o S HP:Critical MV:Strong > You can buy:
A skin of human flesh of blood for 9 coppers.
A slice of bread for 1 copper.
A raw side of meat for 7 coppers.
A hunk of beef for 1 gold crown and 6 coppers.
A mutton shank for 1 gold crown.

o S HP:Critical MV:Strong >
Mood changed to: Wimpy

o S HP:Critical MV:Strong >
Players in your Zone
--------------------
Jaimie - In the Kitchen
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Strong >

Radium narrates 'they were in here when i logged'

o S HP:Critical MV:Strong >
The Southern Wing of the Grand Hall
The condition of this area of the hall is actually not in as bad condition
as the rest of the halls. The torch holders are still hanging on the walls,
and most of the marble slabs making up the walls and the floor are not
cracked or broken. The hall continues to the north, the kitchen is to the
west and the dining room lies to the east.
[ obvious exits: N E W ]
East: A sleek trolloc blends into the background.
West: A figure stands here, ready to collect unwanted things.

o S HP:Critical MV:Strong > The Southern Wing of the Grand Hall
This wing of the Grand Hall is pretty much the same as the other wings. The
marble making up the surface of the walls and the floor is cracked and
dirty, and in some places the marble slabs have totally come away from the
wall and lie in shambles on the floor of the once great hall. To the north
is the intersection of all the halls and to the south is a further extension
of the southern wing.
[ obvious exits: N S ]
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >
You have 41(391) hit and 215(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Critical MV:Strong >
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 ]
North: A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
South: A bearish trolloc towers here, its snout drawn into a snarl.
West: A beastly, boar-headed trolloc growls maliciously.

o S HP:Critical MV:Strong >
You narrate 'nod'


o S HP:Critical MV:Strong > 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 ]
North: A trolloc is here commanding a fist of troops.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: An artifact collector stands here, searching specific items.
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.


o S HP:Critical MV:Strong >
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 ]
East: A beastly, boar-headed trolloc growls maliciously.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
An artifact collector stands here, searching specific items.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

o S HP:Critical MV:Strong > 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 ]
East: An artifact collector stands here, searching specific items.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooved trolloc anxiously stamps its feet.

o S HP:Critical MV:Strong >

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 ]
North: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
East: A trolloc is here commanding a fist of troops.
South: A wolfish trolloc is here, howling for blood.

o S HP:Critical MV:Strong >
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 ]
East: A hooved trolloc anxiously stamps its feet.
South: A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
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.

o S HP:Critical MV:Strong > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A wolfish trolloc is here, howling for blood.
South: A trolloc is here ruling a group of trollocs.
West: A huge darkhound is here, drooling and snarling.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Critical MV:Strong >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Critical MV:Strong >

o S HP:Critical MV:Strong >

Players in your Zone
--------------------
Jaimie - The Well
Radium - The Servants Rooms
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Strong > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Critical MV:Strong >
You have 41(391) hit and 202(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Critical MV:Strong >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A trolloc is here ruling a group of trollocs.
A wolfish trolloc is here, howling for blood.

o S HP:Critical MV:Strong >
Your eyesight is not so keen.

o S HP:Critical MV:Strong >
Your eyesight is not so keen.


o S HP:Critical MV:Strong >
Entrance to the Courtyard
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong > The Gatekeep
[ obvious exits: E W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Critical MV:Strong >
Players in your Zone
--------------------
Radium - The Northern Hall of the Dungeon
Jaimie - The Gatekeep
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Strong >

East: A bearish trolloc towers here, its snout drawn
into a snarl.

o S HP:Critical MV:Strong > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Critical MV:Strong >
Ok.


o S HP:Critical MV:Strong > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Critical MV:Strong >

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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Critical 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 ]
North: A trolloc is here ruling a group of trollocs.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >
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 ]
North: A bearish trolloc towers here, its snout drawn into a snarl.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
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.

* S HP:Critical MV:Strong > Players in your Zone
--------------------
Radium - Secret Passage
Jaimie - The Old Stables
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

* S HP:Critical 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 ]
North: A trolloc is here ruling a group of trollocs.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >

o S HP:Critical MV:Strong >
Obvious exits:
North - The Courtyard
East - The Courtyard
South - The Old Stables
West - The Gatekeep

o S HP:Critical MV:Strong >
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 ]
North: A trolloc is here ruling a group of trollocs.
East: A Tower guard is here protecting the peace.
South: A juvenile trolloc waits hungrily to be fed.
West: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >

A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A brooding trolloc watches her charges.

o S HP:Critical 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 ]
North: A trolloc is here ruling a group of trollocs.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >

Players in your Zone
--------------------
Radium - The Eastern Wing of the Grand Hall
Jaimie - Entrance to the Courtyard
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Strong > 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 ]
North: A trolloc is here ruling a group of trollocs.
East: A Tower guard is here protecting the peace.
South: A juvenile trolloc waits hungrily to be fed.
West: A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >

A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

o S HP:Critical 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 ]
North: A trolloc is here ruling a group of trollocs.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Critical MV:Strong >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A trolloc is here ruling a group of trollocs.
A wolfish trolloc is here, howling for blood.

o S HP:Critical MV:Strong >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Critical MV:Strong > Players in your Zone
--------------------
Radium - The Grand Hall
Jaimie - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.


o S HP:Critical MV:Strong >
You have 55(391) hit and 184(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Critical MV:Strong > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Critical MV:Strong >
You narrate '555 hp'

o S HP:Critical MV:Strong >
A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.

o S HP:Critical MV:Strong >

You narrate '55'

o S HP:Critical MV:Strong > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Critical MV:Strong >
Players in your Zone
--------------------
Radium - The Southern Wing of the Grand Hall
Jaimie - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Strong >
Players
-------
Jaimie the Androgynous Nothin
Radium is Toxic
Kodiak the Lowly Wretch [Dha'vol]
Piperss the Loathsome Battler and Dark Wisdom [Ahf'frait]
Poker the Boarheaded Trolloc

5 players displayed.

o S HP:Critical MV:Strong >
*Fermin* has arrived from the south.

o S HP:Critical MV:Strong >
*Fermin* leaves north.

o S HP:Critical MV:Strong >
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.


o S HP:Critical MV:Strong >
The sky starts to get cloudy.
Your heartbeat calms down more as you feel less panicked.
Piperss disappears into the void.
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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full > Mood changed to: Wimpy

o S HP:Beaten MV:Full >
Piperss has returned.

o S HP:Beaten MV:Full >

Players in your Zone
--------------------
Piperss - The Well
Radium - The Southern Wing of the Grand Hall
Jaimie - The Well
Kodiak - The Gatekeep
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: A Tower guard is here protecting the peace.
West: A trolloc is here ruling a group of trollocs.
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.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >

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 ]
North: Piperss the Loathsome Battler and Dark Wisdom is standing here.
South: A juvenile trolloc waits hungrily to be fed.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.
*Draz* gives a Tower guard an order.
A Tower guard leaves south.
*Elvira* tries to strike you, but you dodge the attack.

* S HP:Beaten MV:Full - Elvira: Wounded >
No way! You're fighting for your
life!

* S HP:Beaten MV:Full - Elvira: Wounded > You try to pierce *Elvira*, but she
parries successfully.
*Elvira* tries to strike you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Beaten MV:Full - Elvira: Wounded >

You panic and attempt to flee!


You flee head over heels.
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A wolfish trolloc is here, howling for blood.
West: *Elvira* is standing here.
Alas, you cannot go that way...

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

o S HP:Beaten MV:Full >
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A trolloc is here ruling a group of trollocs.
East: A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.


o S HP:Beaten MV:Full > The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
South: A wolfish trolloc is here, howling for blood.
West: A tall, ramshorned trolloc is here, commanding.
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Full >
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 ]
North: A wolfish trolloc is here, howling for blood.
East: A trolloc is here ruling a group of trollocs.
West: Piperss the Loathsome Battler and Dark Wisdom is standing here.
A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.

o S HP:Beaten MV:Full >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
West: A trolloc is here ruling a group of trollocs.
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.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >
You have 69(391) hit and 219(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Beaten MV:Strong >
You are carrying:
[2] a throwing knife

o S HP:Beaten MV:Strong >
Players
-------
Jaimie the Androgynous Nothin
Radium is Toxic
Kodiak the Lowly Wretch [Dha'vol]
Piperss the Loathsome Battler and Dark Wisdom [Ahf'frait]
Poker the Boarheaded Trolloc

5 players displayed.

o S HP:Beaten MV:Strong >

You are carrying:
[2] a throwing knife

o S HP:Beaten MV:Strong > 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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: *Fermin* is standing here.
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.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >
Players in your Zone
--------------------
Radium - The Courtyard
Jaimie - The Well
Piperss - The Well
Kodiak - The Gatekeep
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Strong >
*Fermin* is standing here.


o S HP:Beaten MV:Strong > 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 ]
East: Radium is Toxic is standing here.
South: *Fermin* is standing here.
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.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >
Players in your Zone
--------------------
Radium - The Courtyard
Jaimie - The Well
Piperss - The Well
Kodiak - The Gatekeep
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Strong >
Radium has arrived from the east.

o S HP:Beaten MV:Strong >
A Dhai'mon trolloc leaves south.

o S HP:Beaten MV:Strong >
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 ]
East: A tall, ramshorned trolloc is here, commanding.
South: A Dhai'mon trolloc is here, fighting Fermin.
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.
Radium is Toxic is standing here.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >
A Dhai'mon trolloc is here, fighting Fermin.
*Fermin* is here, fighting a Dhai'mon trolloc.


o S HP:Beaten MV:Strong >

The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A wolfish trolloc is here, howling for blood.

o S 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 ]
North: A wolfish trolloc is here, howling for blood.
East: A Tower guard is here protecting the peace.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Strong > 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 ]
East: A trolloc is here ruling a group of trollocs.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.
Kodiak closes the stonegate.

o S HP:Beaten MV:Strong >

A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Strong > 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 ]
East: A trolloc is here ruling a group of trollocs.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Beaten MV:Strong >
Players in your Zone
--------------------
Radium - The Courtyard
Jaimie - The Gatekeep
Piperss - The Well
Kodiak - The Gatekeep
You catch a faint scent of a horse nearby.


o S 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 ]
North: A wolfish trolloc is here, howling for blood.
East: A Dhai'mon trolloc is here, fighting Fermin.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Strong >

A Dhai'mon trolloc is here, fighting Fermin.
*Fermin* is here, fighting a Dhai'mon trolloc.

o S 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 ]
North: A wolfish trolloc is here, howling for blood.
East: Radium is Toxic is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Beaten MV:Strong >
*Fermin* has arrived from the east.

o S HP:Beaten MV:Strong >
A Dhai'mon trolloc has arrived from the east.
Players in your Zone
--------------------
Radium - A Pile of Decaying Skeletons
Jaimie - Entrance to the Courtyard
Piperss - The Well
Kodiak - The Gatekeep
You catch a faint scent of a horse nearby.


o S HP:Beaten MV:Strong > 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 ]
East: A trolloc is here ruling a group of trollocs.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S HP:Beaten MV:Strong >
A bearish trolloc has arrived from the east.
The burly trolloc opens the stonegate.

o S HP:Beaten MV:Strong >
Radium narrates 'they hit well'
Kodiak closes the stonegate.

o S HP:Beaten MV:Strong >

They aren't here.

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

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


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


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

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

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


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


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

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

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

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

o S HP:Beaten MV:Strong >
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 ]
East: A trolloc is here ruling a group of trollocs.
A remnant of the Age of Legends juts from the soil.
A bearish trolloc towers here, its snout drawn into a snarl.
Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
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.

o S 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 ]
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Strong > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.

o S HP:Beaten MV:Strong > 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 ]
South: *Fermin* is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >


A Dha'vol trolloc leaves south.
A Dha'vol trolloc leaves south.
A hooved trolloc leaves south.

o S HP:Beaten MV:Strong > A Dhai'mon trolloc is here, fighting Fermin.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Draz.
*Draz* is standing here, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Strong > 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 ]
North: *Elvira* is standing here.
East: A tall, ramshorned trolloc is here, commanding.
South: A Dhai'mon trolloc is here, fighting Fermin.
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.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >
A ramshorned trolloc has arrived from the east.

o S HP:Beaten MV:Strong >

*Fermin* has arrived from the south.

o S HP:Beaten MV:Strong > A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
*Fermin* leaves north.

o S HP:Beaten MV:Strong >
You narrate '3 chasing'

o S HP:Beaten MV:Strong >
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.

o S HP:Beaten MV:Strong >

*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Beaten MV:Strong > 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 ]
North: South: A trolloc is here ruling a group of trollocs.
West: Radium is Toxic is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
Radium has arrived from the west.

o S HP:Beaten MV:Strong >
Radium leaves east.

o S HP:Beaten MV:Strong >
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.

o S HP:Beaten MV:Strong >
You narrate 'they 1n well'

o S HP:Beaten MV:Strong >
Players in your Zone
--------------------
Radium - The Courtyard
Kodiak - Entrance to the Courtyard
Jaimie - The Well
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Strong >
Kodiak has arrived from the south.

o S HP:Beaten MV:Strong >
A Dha'vol trolloc has arrived from the south.
A Dha'vol trolloc has arrived from the south.
A hooved trolloc has arrived from the south.
*Draz* is standing here, riding a warhorse.
*Elvira* is standing here.


o S HP:Beaten MV:Strong >
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 ]
North: West: A hooved trolloc anxiously stamps its feet.
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.
A hooved trolloc anxiously stamps its feet.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
Kodiak the Lowly Wretch is standing here.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


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


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

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

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

o S HP:Beaten MV:Strong >

*Draz* has arrived from the north, riding a warhorse.
*Elvira* has arrived from the north.

* S HP:Beaten MV:Strong > *Draz* leaves south riding a warhorse.
*Elvira* leaves south.

o S HP:Beaten MV:Strong >

A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Strong >
A Dha'vol trolloc leaves south.
A hooved trolloc leaves south.
They aren't here.

o S HP:Beaten MV:Strong > 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 ]
North: A trolloc is here commanding a fist of troops.
South: A Tower guard is here, fighting a sullen trolloc.
West: A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A hooved trolloc is here, fighting Draz.
A trolloc is here commanding a fist of troops.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.

* S HP:Beaten MV:Strong >
You swiftly dodge *Elvira*'s attempt to strike you.

* S HP:Beaten MV:Strong - Elvira: Wounded >
*Draz* tries to slash you, but you parry successfully.

* S HP:Beaten MV:Strong - Elvira: Wounded >

You panic and attempt to flee!
*Fermin* tries to pierce you, but you parry successfully.


A Dha'vol trolloc joins a hooved trolloc's fight!
A Dhai'mon trolloc joins a hooved trolloc's fight!


Kodiak has arrived from the north.

You flee head over heels.
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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: Kodiak the Lowly Wretch is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A huge darkhound is here, drooling and snarling.
South: A trolloc is here commanding a fist of troops.
West: A hooved trolloc anxiously stamps its feet.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

o S HP:Beaten MV:Strong >
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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: Kodiak the Lowly Wretch is here, fighting Fermin.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Strong > Kodiak the Lowly Wretch is here, fighting Fermin.
A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is here, fighting Kodiak.

o S HP:Beaten MV:Strong >
You narrate '1s well'

o S HP:Beaten MV:Strong >
A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Strong >

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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A Dhai'mon trolloc is here, fighting Draz.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >

A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Strong > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A Dhai'mon trolloc is here, fighting Draz.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >

You narrate 'target warhorse'

o S HP:Beaten MV:Strong > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A Dhai'mon trolloc is here, fighting Draz.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Strong >

A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is standing here.

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


o S HP:Beaten MV:Strong >

Your heartbeat calms down more as you feel less
panicked.
They aren't here.


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

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

o S HP:Beaten MV:Fresh > 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 ]
North: A trolloc is here commanding a fist of troops.
West: A trolloc is here ruling a group of trollocs.
A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is here, fighting a Dhai'mon trolloc.

* S HP:Beaten MV:Full > *Draz* intercepts your attack on his mount.
You pierce *Draz*'s body.

* S HP:Beaten MV:Full - a Dhai'mon trolloc: Battered - Draz: Battered >

You panic and attempt to flee!
*Draz* tastes a little bit of a package of dried rations.

You try to pierce *Draz*, but he parries successfully.
*Fermin* pierces a Dhai'mon trolloc's body hard.
*Elvira* tries to strike a Dha'vol trolloc, but he parries successfully.
*Draz* slashes a Dhai'mon trolloc's body hard.
A Dhai'mon trolloc barely tickles Draz's body with his crush.
A Dhai'mon trolloc tries to crush Fermin, but he deflects the blow.
Elvira swiftly dodges a Dha'vol trolloc's attempt to crush her.
A hooved trolloc tries to cleave Draz, but he parries successfully.
You flee head over heels.
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 ]
East: A Dhai'mon trolloc is here, fighting Draz.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.

o S HP:Beaten MV:Full >

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 ]
East: A Dhai'mon trolloc is here, fighting Draz.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full > A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is here, fighting a Dhai'mon trolloc.


o S HP:Beaten MV:Full >

They aren't here.

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

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

o S HP:Beaten MV:Full >

A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dhai'mon trolloc, riding a warhorse.
*Fermin* is here, fighting a Dhai'mon trolloc.

o S HP:Beaten MV:Full > 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 ]
East: A Dhai'mon trolloc is here, fighting Draz.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Jaimie - Entrance to the Courtyard
Radium - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >

Your blood freezes as you hear someone's death cry.
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.

o S HP:Beaten MV:Full > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc is here, fighting Draz.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Full >
Cagnazzo has entered the game.

o S HP:Beaten MV:Full >
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Full >
You narrate 'they just killing mobs'

o S HP:Beaten MV:Full >
Masaj narrates 'sup'


o S HP:Beaten MV:Full > A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Full >
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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc is here, fighting Draz.
West: Radium is Toxic is standing here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Cagnazzo the Boarheaded Trolloc is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Radium - The Courtyard
Cagnazzo - The Well
Jaimie - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
Radium narrates 'nod'

o S HP:Beaten MV:Full >
Masaj narrates 'who?'
You narrate 'they 1s well'

o S HP:Beaten MV:Full >
Players in your Zone
--------------------
Radium - The Courtyard
Cagnazzo - The Well
Jaimie - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Full >
Masaj narrates 'where?'

o S HP:Beaten MV:Full >
Masaj narrates 'ah'

o S HP:Beaten MV:Full >
The flame engulfs Cagnazzo.

o S HP:Beaten MV:Full >
You narrate 'draz elvira fermin'

o S HP:Beaten MV:Full >
Radium narrates '1s well'

o S HP:Beaten MV:Full >

Radium has arrived from the west.

o S HP:Beaten MV:Full >
You narrate 'fc'

o S HP:Beaten MV:Full >
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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc is here, fighting Draz.
West: A hooved trolloc anxiously stamps its feet.
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.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.
*Fermin* is standing here.

o S HP:Beaten MV:Full >
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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc is here, fighting Draz.
West: A hooved trolloc anxiously stamps its feet.
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.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

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

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

o S HP:Beaten MV:Full >


Arglebargle, glop-glyf!?!

o S HP:Beaten MV:Full >

A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A hooved trolloc is here, fighting Draz.
West: A hooved trolloc anxiously stamps its feet.
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.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >

They aren't here.

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

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

o S HP:Beaten MV:Full >

*Fermin* is standing here.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: *Fermin* is standing here.
West: A hooved trolloc anxiously stamps its feet.
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.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.


o S HP:Beaten MV:Full > Players in your Zone
--------------------
Radium - The Well
Jaimie - The Well
Kodiak - The Gatekeep
Piperss - The Well
You catch a faint scent of a horse nearby.
Radium narrates 'killed her horse so she gotta be haggy'

o S HP:Beaten MV:Full >

*Fermin* is here, fighting a hooved trolloc.
A hooved trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a hooved trolloc, riding a warhorse.

o S HP:Beaten MV:Full > 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 ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: *Fermin* is here, fighting a hooved trolloc.
West: A hooved trolloc anxiously stamps its feet.
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.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A wolfish trolloc is here, howling for blood.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
Your blood freezes as you hear someone's death cry.

o S HP:Beaten MV:Full >
You have 111(391) hit and 237(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Beaten MV:Full >

*Fermin* is standing here.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is standing here, riding a warhorse.

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

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

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


o S HP:Beaten MV:Full >

The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Full >
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 ]
North: A hooved trolloc anxiously stamps its feet.
East: *Fermin* is here, fighting a Dha'vol trolloc.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full >
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 ]
East: A trolloc is here commanding a fist of troops.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
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.

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

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

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


o S HP:Beaten MV:Full >
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full > 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 ]
East: A trolloc is here commanding a fist of troops.
A remnant of the Age of Legends juts from the soil.
Kodiak the Lowly Wretch is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
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.

o S HP:Beaten MV:Full >
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 ]
North: A hooved trolloc anxiously stamps its feet.
East: *Fermin* is here, fighting a Dha'vol trolloc.
South: A hooved trolloc anxiously stamps its feet.
West: Kodiak the Lowly Wretch is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full >

*Fermin* is here, fighting a Dha'vol trolloc.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dha'vol trolloc, riding a warhorse.


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


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

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

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

o S HP:Beaten MV:Full >

*Fermin* is here, fighting a Dha'vol trolloc.
A Dha'vol trolloc is here, fighting Elvira.
*Elvira* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dha'vol trolloc, riding a warhorse.

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

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

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

o S HP:Beaten MV:Full > 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 ]
North: A trolloc is here commanding a fist of troops.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
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.

* S HP:Beaten MV:Full >
You narrate 'mobs 1s well dead'

* S HP:Beaten MV:Full >
ram (here) :
a raw side of meat
a large number of copper pennies (43)
a pair of heavy leather boots
a pair of thin metal leggings
a thin mail shirt
a leather helmet
a hand-and-a-half sword
[2] a soft leather pouch

* S HP:Beaten MV:Full >
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.


* S HP:Beaten MV:Full >
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 ]
North: A hooved trolloc anxiously stamps its feet.
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Masaj the Darkling Master is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.


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


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


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


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

o S HP:Beaten MV:Full > 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 ]
North: A trolloc is here commanding a fist of troops.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
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.

* S HP:Beaten MV:Full >

You get a large number of copper pennies from a
battering ram.

* S HP:Beaten MV:Full > 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 ]
North: A hooved trolloc anxiously stamps its feet.
East: *Fermin* is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: Masaj the Darkling Master is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full >


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

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

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

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

o S HP:Beaten MV:Full >

The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Full > 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 ]
East: A wolfish trolloc is here, howling for blood.
West: A hooved trolloc anxiously stamps its feet.
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.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
Piperss the Loathsome Battler and Dark Wisdom is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o S HP:Beaten MV:Full >
East: A wolfish trolloc is here, howling for blood.
West: A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Full >
East: A wolfish trolloc is here, howling for blood.
West: A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Full >

The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A glowing blue orb made of crystal is resting here.
A hooved trolloc anxiously stamps its feet.

o S HP:Beaten MV:Full > 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 ]
North: A hooved trolloc anxiously stamps its feet.
South: A hooved trolloc anxiously stamps its feet.
West: *Fermin* is here, fighting Kodiak.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Full >

*Draz* has arrived from the east, riding a warhorse.
*Elvira* has arrived from the east.
A Tower guard has arrived from the east.

* S HP:Beaten MV:Full > Radium narrates 'a few n w well'
*Draz* leaves west riding a warhorse.
*Elvira* leaves west.
A Tower guard leaves west.

o S HP:Beaten MV:Full >

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 ]
East: A trolloc is here commanding a fist of troops.
A remnant of the Age of Legends juts from the soil.
A Tower guard is here protecting the peace.
*Elvira* is standing here.
*Draz* is standing here, riding a warhorse.
*Fermin* is here, fighting Kodiak.
Masaj the Darkling Master is standing here.
The burly trolloc is here, fighting Fermin.
Kodiak the Lowly Wretch is here, fighting Fermin.
A bearish trolloc is here, fighting Fermin.
A Dha'vol trolloc is here, fighting Fermin.
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.

* S HP:Beaten MV:Full > You try to pierce *Elvira*, but she deflects the blow.

* S HP:Beaten MV:Full - Elvira: Hurt >
You swiftly dodge *Elvira*'s attempt to strike you.
A Tower guard joins Elvira's fight!
A muzzled trolloc tries to cleave Draz, but he deflects the blow.
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc tickles Draz's right leg with his slash.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
You try to pierce *Elvira*, but she parries successfully.
Fermin swiftly dodges a Dha'vol trolloc's attempt to crush him.
A bearish trolloc tries to slash Fermin, but he parries successfully.
The burly trolloc tries to crush Fermin, but he deflects the blow.
*Fermin* pierces Kodiak's right foot into bloody fragments!
Kodiak tries to cleave *Fermin*, but he deflects the blow.
A Tower guard pierces your right foot very hard.
*Fermin* pierces Kodiak's head hard.
Masaj slashes *Draz*'s left leg hard.
*Draz* opens the stonegate.

* S HP:Beaten MV:Full - Elvira: Hurt >
Kodiak closes the stonegate.

* S HP:Beaten MV:Full - Elvira: Hurt >
*Fermin* opens the stonegate.
Kodiak closes the stonegate.

* S HP:Beaten MV:Full - Elvira: Hurt >
It's already closed!
*Draz* panics, and attempts to flee!

* S HP:Beaten MV:Full - Elvira: Hurt >
*Fermin* panics, and attempts to flee!

* S HP:Beaten MV:Full - Elvira: Hurt >
*Draz* opens the stonegate.

* S HP:Beaten MV:Full - Elvira: Hurt >
*Fermin* leaves east.
Kodiak tries to cleave *Elvira*, but she deflects the blow.

* S HP:Beaten MV:Full - Elvira: Hurt >
Kodiak closes the stonegate.

* S HP:Beaten MV:Full - Elvira: Hurt >
Kodiak tries to cleave *Elvira*, but she deflects the blow.
The burly trolloc joins a muzzled trolloc's fight!
A bearish trolloc tickles Draz's head with his slash.
A Dha'vol trolloc joins Masaj's fight!
A ramshorned trolloc tickles a Tower guard's body with his slash.
A ramshorned trolloc tries to slash Elvira, but she dodges the attack.
A ramshorned trolloc barely tickles Draz's body with his slash.
A muzzled trolloc cleaves a Tower guard's right arm.
A muzzled trolloc tries to cleave Draz, but he parries successfully.
A muzzled trolloc tries to cleave Elvira, but she dodges the attack.
A muzzled trolloc barely cleaves a Tower guard's body.
A muzzled trolloc barely tickles a Tower guard's body with his cleave.
*Draz* assumes The Boar Rushes Down the Mountain.
*Draz* slashes a muzzled trolloc's head into bloody fragments!
A muzzled trolloc tries to cleave Draz, but he parries successfully.
A Tower guard pierces your body very hard.
You panic and attempt to flee!
*Elvira* tries to strike you, but you parry successfully.
*Draz* panics, and attempts to flee!


A Tower guard tries to pierce you, but you deflect the blow.
Masaj sends *Draz* sprawling with a powerful bash!


You flee head over heels.
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 ]
North: A hooved trolloc anxiously stamps its feet.
South: A hooved trolloc anxiously stamps its feet.
West: *Fermin* is standing here.
Radium is Toxic is standing here.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.

o S HP:Beaten MV:Strong >
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 ]
East: A trolloc is here commanding a fist of troops.
A remnant of the Age of Legends juts from the soil.
Radium is Toxic is here, fighting Elvira.
A Tower guard is here, fighting the burly trolloc.
*Elvira* is here, fighting Kodiak.
*Draz* is sitting here, riding a warhorse.
Masaj the Darkling Master is here, fighting Draz.
The burly trolloc is here, fighting a Tower guard.
Kodiak the Lowly Wretch is here, fighting Elvira.
A bearish trolloc is here, fighting Draz.
A Dha'vol trolloc is here, fighting a Tower guard.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting a Tower guard.
A muzzled trolloc is here, fighting a Tower guard.
A muzzled trolloc is here, fighting Elvira.
A muzzled trolloc is here, fighting Draz.
A muzzled trolloc is here, fighting a Tower guard.
A ramshorned trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Elvira.
A ramshorned trolloc is here, fighting a Tower guard.

* S HP:Beaten MV:Strong >
Masaj narrates 'bashed'

* S HP:Beaten MV:Strong >
Radium tries to pierce *Elvira*, but she parries
successfully.
*Elvira* strikes Kodiak's right leg.
A Tower guard barely pierces the burly trolloc's body.
A Dha'vol trolloc crushes a Tower guard's right arm hard.
A bearish trolloc barely slashes Draz's body.
The burly trolloc crushes a Tower guard's body.
Kodiak tries to cleave *Elvira*, but she deflects the blow.
Masaj slashes *Draz*'s left foot.
A ramshorned trolloc tickles a Tower guard's body with his slash.
Elvira swiftly dodges a ramshorned trolloc's attempt to slash her.
A ramshorned trolloc barely tickles Draz's body with his slash.
A muzzled trolloc cleaves a Tower guard's head.
A muzzled trolloc tickles Draz's head with his cleave.
A muzzled trolloc tries to cleave Elvira, but she dodges the attack.
A muzzled trolloc barely cleaves a Tower guard's right foot.
A muzzled trolloc barely cleaves a Tower guard's body.
A muzzled trolloc barely cleaves Draz's body.
Your heartbeat calms down more as you feel less panicked.
[remove throwing]
You stop using a sharp, red stone dagger.
*Elvira* panics, and attempts to flee!

* S HP:Beaten MV:Fresh >

The stonegate is opened from the other side.
*Elvira* leaves east.

* S HP:Beaten MV:Fresh > Masaj narrates 'gte'
You try to quietly draw a throwing knife from a half-cape of silk-lined leather.
Radium pierces *Draz*'s right arm.
Kodiak closes the stonegate.

* S HP:Beaten MV:Fresh >
Kodiak barely cleaves a Tower guard's right leg.
*Elvira* has arrived from the east.

* S HP:Beaten MV:Fresh >
A Tower guard tries to pierce the burly trolloc, but he parries successfully.

* S HP:Beaten MV:Fresh >
The stonegate is opened from the other side.
*Elvira* leaves west.


* S HP:Beaten MV:Fresh >
Kodiak closes the stonegate.

* S HP:Beaten MV:Fresh > You throw a throwing knife at *Draz*.

* S HP:Beaten MV:Fresh >
The stonegate is opened from the other side.
Kodiak closes the stonegate.

* S HP:Beaten MV:Fresh >
A throwing knife arcs through the air.
The stonegate is opened from the other side.
Kodiak closes the stonegate.

* S HP:Beaten MV:Fresh >

Kodiak tickles a Tower guard's body with his cleave.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
A ramshorned trolloc tickles a Tower guard's left arm with his slash.
Radium barely pierces *Draz*'s body.
A Tower guard barely pierces the burly trolloc's body.
A Dha'vol trolloc tickles a Tower guard's body with his crush.
A bearish trolloc tickles Draz's body with his slash.
The burly trolloc barely crushes a Tower guard's left hand.
Masaj slashes *Draz*'s left foot.
A ramshorned trolloc slashes a Tower guard's left arm.
A ramshorned trolloc barely tickles Draz's body with his slash.
A muzzled trolloc tries to cleave a Tower guard, but he dodges the attack.
A muzzled trolloc barely tickles Draz's body with his cleave.
A muzzled trolloc barely cleaves a Tower guard's right arm.
A muzzled trolloc tries to cleave a Tower guard, but he parries successfully.
A muzzled trolloc tickles Draz's body with his cleave.
The stonegate is opened from the other side.
Radium closes the stonegate.

* S HP:Beaten MV:Fresh >

*Draz* grunts in pain as he is struck by a throwing knife.

* S HP:Beaten MV:Fresh >

The stonegate is opened from the other side.
Radium closes the stonegate.
*Draz* leaves east riding a warhorse.
*Draz* has arrived from the east, riding a warhorse.

* S HP:Beaten MV:Fresh >

*Draz* opens the stonegate.


* S HP:Beaten MV:Fresh > You now follow Masaj.
Radium tickles *Draz*'s head with his pierce.
Kodiak closes the stonegate.


* S HP:Beaten MV:Fresh > [wield throwing]
You wield a sharp, red stone dagger.

* S HP:Beaten MV:Fresh > A Tower guard pierces the burly trolloc's body.
You barely pierce *Draz*'s body.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten > You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten > Masaj slashes *Draz*'s
body hard.
You do the best you can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten > You do the best you
can!


* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >

The stonegate is opened from the other side.
Radium closes the stonegate.
*Draz* panics, and attempts to flee!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
*Draz* slashes Radium's
head.
A bearish trolloc joins Radium's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
Radium barely pierces *Draz*'s head.
A ramshorned trolloc tickles a Tower guard's body with his slash.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
Kodiak cleaves a Tower guard's left foot.
A Tower guard pierces the burly trolloc's right leg.
A Dha'vol trolloc barely crushes a Tower guard's body.
The burly trolloc crushes a Tower guard's body.
A ramshorned trolloc tickles a Tower guard's body with his slash.
A muzzled trolloc barely cleaves a Tower guard's body.
A muzzled trolloc barely cleaves a Tower guard's body.
A muzzled trolloc tickles a Tower guard's right leg with his cleave.
You do the best you can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!
*Draz* panics, and attempts to flee!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
No way! You're
fighting for your life!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten > No way! You're
fighting for your life!


* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You pierce *Draz*'s left
arm.
No way! You're fighting for your life!
The stonegate is opened from the other side.
Kodiak closes the stonegate.
*Draz* panics, and attempts to flee!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
Masaj sends *Draz*
sprawling with a powerful bash!
No way! You're fighting for your life!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Beaten >
A ramshorned trolloc
tickles a Tower guard's right arm with his slash.
A muzzled trolloc barely tickles Draz's body with his cleave.
A bearish trolloc tickles Draz's body with his slash.
Masaj slashes *Draz*'s body hard.
You pierce *Draz*'s body.
Radium pierces *Draz*'s right arm.
A ramshorned trolloc tickles a Tower guard's left arm with his slash.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
Kodiak cleaves a Tower guard's right leg.
A Tower guard pierces the burly trolloc's body.
A Dha'vol trolloc barely crushes a Tower guard's body.
The burly trolloc crushes a Tower guard's body.
A ramshorned trolloc barely slashes a Tower guard's body.
A muzzled trolloc cleaves a Tower guard's right leg.
A muzzled trolloc barely cleaves a Tower guard's body.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
No way! You're fighting for your life!


* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical > You do the best you
can!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical > No way! You're
fighting for your life!

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical > You do the best you
can!
The stonegate is opened from the other side.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >
A Dha'vol trolloc has arrived from the east.
A Dha'vol trolloc says 'You Draz!!! You will die before your time!! '
A muzzled trolloc joins a ramshorned trolloc's fight!
You are now a member of Masaj's group.
You throw a sharp, red stone dagger at *Draz*.
Radium closes the stonegate.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >
The stonegate is opened from the other side.
Radium closes the stonegate.


* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >

A sharp, red stone dagger arcs through the air.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >
*Draz* spasms in excruciating pain as he is struck by a sharp, red stone dagger.
A Tower guard tries to pierce the burly trolloc, but he deflects the blow.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical > You try to quietly
draw a throwing knife from a set of cloth sleeves.
The stonegate is opened from the other side.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical > A muzzled trolloc tries to cleave a Tower guard, but he parries successfully.
A Dha'vol trolloc says 'You Draz!!! You will die before your time!! '
A ramshorned trolloc barely tickles a Tower guard's body with his slash.
A muzzled trolloc tickles Draz's left arm with his cleave.
A bearish trolloc tickles Draz's body with his slash.
Masaj slashes *Draz*'s head hard.
Radium pierces *Draz*'s body.
A ramshorned trolloc barely tickles a Tower guard's right leg with his slash.
A muzzled trolloc tickles a Tower guard's head with his cleave.
Kodiak tickles a Tower guard's right leg with his cleave.
A Tower guard pierces the burly trolloc's left leg.
A Dha'vol trolloc barely crushes a Tower guard's left arm.
The burly trolloc crushes a Tower guard's body.
A ramshorned trolloc barely slashes a Tower guard's right leg.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
A muzzled trolloc tickles a Tower guard's body with his cleave.
A muzzled trolloc tickles a Tower guard's left leg with his cleave.
You throw a throwing knife at *Draz*.
Kodiak closes the stonegate.

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >
A throwing knife arcs through the air.
Kodiak narrates 'on gk'

* S HP:Beaten MV:Fresh - Radium: Beaten - Draz: Critical >
A throwing knife rips through *Draz*'s guts as he collapses to the ground.
*Draz* is mortally wounded, and will die soon, if not aided.

* S HP:Beaten MV:Fresh - Draz: Critical >
You don't have a corpse.

* S HP:Beaten MV:Fresh - Draz: Critical >



A muzzled trolloc tickles a Tower
guard's body with his cleave.
A ramshorned trolloc barely slashes a Tower guard's body.
A muzzled trolloc tickles Draz's left foot with his cleave.
*Draz* is dead! R.I.P.
Your blood freezes as you hear *Draz*'s death cry.
A ramshorned trolloc tickles a Tower guard's left foot with his slash.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
Kodiak tickles a Tower guard's body with his cleave.
A Tower guard barely pierces the burly trolloc's body.
A Dha'vol trolloc tickles a Tower guard's body with his crush.
The burly trolloc crushes a Tower guard's body.
A ramshorned trolloc tickles a Tower guard's right hand with his slash.
A muzzled trolloc tries to cleave a Tower guard, but he deflects the blow.
A muzzled trolloc tickles a Tower guard's body with his cleave.
A muzzled trolloc barely cleaves a Tower guard's left leg.
You get the severed head of Fong the Trolloc slain in the Blight from the corpse
of Draz.
You get the severed head of Kodiak the Trolloc slain in the Blasted Lands from
the corpse of Draz.
You get a package of dried rations from the corpse of Draz.
You get a dagger from the corpse of Draz.
You get an emerald ring from the corpse of Draz.
You get a large number of gold crowns from the corpse of Draz.
You get a leather water flask from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a throwing knife from the corpse of Draz.
You get a sharp, red stone dagger from the corpse of Draz.
You get a dark pair of steel boots from the corpse of Draz.
You get a pair of ebony-steel plate greaves from the corpse of Draz.
You get a heron-engraved scabbard from the corpse of Draz.
You get a bronze belt of odd design from the corpse of Draz.
You get an opal adorned steel tulwar from the corpse of Draz.
You get a polished onyx-inlaid shield from the corpse of Draz.
You get a sungwood bracelet from the corpse of Draz.
You get a sungwood bracelet from the corpse of Draz.
You get a pair of heavy metal gauntlets from the corpse of Draz.
You get a pair of ebony-steel plate vambraces from the corpse of Draz.
a backpack: You can't carry that much weight.
You get a dark riding cape of mottled brown from the corpse of Draz.
You get a shining steel breastplate from the corpse of Draz.
You get a Kandori snowflake necklace from the corpse of Draz.
You get a torc of gleaming steel from the corpse of Draz.
You get a full metal helmet and visor from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get an oilstone from the corpse of Draz.
You get a brass storm lantern from the corpse of Draz.
Radium gets a backpack from the corpse of Draz.

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:08 pm

Chase Elvira:


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: U D ]
A faded tapestry of vines and leaves entwine around a slab of pale stone.
Masaj the Darkling Master is standing here.
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring > They aren't here.

o S HP:Battered MV:Tiring >

The vine-carved door mysteriously closes.
The vine-carved door mysteriously opens.

o S HP:Battered MV:Tiring > They aren't here.


o S HP:Battered MV:Tiring >
Masaj leaves up.
You follow Masaj.

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 ]
A faded tapestry of vines and leaves entwine around a slab of pale stone.
Masaj the Darkling Master is standing here.
*Elvira* is here, fighting a large plains bear.
A large plains bear is here, fighting Elvira.
*Elvira* swiftly dodges your attempt to pierce her.

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Scratched >
Masaj tries to slash *Elvira*, but she parries successfully.
You do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Scratched >

Masaj slashes *Elvira*'s right arm into bloody fragments!
You try to pierce *Elvira*, but she deflects the blow.
*Elvira* strikes a large plains bear's body very hard.
A large plains bear tries to hit Elvira, but she deflects the blow.
You do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
Mood
changed to: Brave

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >

No
way! You're fighting for your life!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Scratched - Elvira: Hurt >
You
try to pierce *Elvira*, but she parries successfully.
*Elvira* strikes a large plains bear's left leg hard.
Elvira swiftly dodges a large plains bear's attempt to hit her.
You do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Hurt - Elvira: Hurt >
You do
the best you can!


* S HP:Battered MV:Tiring - a large plains bear: Hurt - Elvira: Hurt > The
vinedoor closes quietly.
You do the best you can!

* S HP:Battered MV:Tiring - a large plains bear: Hurt - Elvira: Hurt >
*Elvira*
avoids being bashed by Masaj who loses his balance and falls!
You do the best you can!
*Elvira* panics, and attempts to flee!


* S HP:Battered MV:Tiring - a large plains bear: Hurt - Elvira: Hurt > You do
the best you can!
*Elvira* leaves south.


o S HP:Battered MV:Tiring > They aren't here.


o S HP:Battered MV:Tiring > They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered 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 ]
*Elvira* is standing here.

* S HP:Battered MV:Tiring >
You try to pierce *Elvira*, but she deflects the blow.


* S HP:Battered MV:Tiring - Elvira: Hurt > No way! You're fighting for your
life!

* S HP:Battered MV:Tiring - Elvira: Hurt > You do the best you can!

* S HP:Battered MV:Tiring - Elvira: Hurt >
*Elvira* tries to strike you, but you
parry successfully.
You try to pierce *Elvira*, but she parries successfully.
You try to pierce *Elvira*, but she deflects the blow.
Your heartbeat calms down more as you feel less panicked.
You narrate '1s'

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* leaves south.

o S HP:Battered MV:Strong >

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 ]
*Elvira* is standing here.
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Battered MV:Strong > You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Strong - Elvira: Hurt >
Masaj narrates 'hasto be haggy'
You narrate '2s'

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Strong - Elvira: Hurt >

*Elvira* swiftly dodges your attempt to pierce her.

* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!
*Elvira* leaves north.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.
*Elvira* has arrived from the north.

* S HP:Battered MV:Strong >
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt > Masaj has arrived from the north.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt > Masaj tries to slash *Elvira*, but she
parries successfully.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
Masaj tries to slash *Elvira*, but she parries successfully.
*Elvira* tries to strike you, but you deflect the blow.
You try to pierce *Elvira*, but she deflects the blow.
Kodiak narrates 'soz overspam'

* S HP:Battered MV:Strong - Elvira: Hurt >

You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!
*Elvira* panics, and attempts to flee!


* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!
*Elvira* leaves north.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong > They aren't here.


o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >

They aren't here.
*Elvira* has arrived from the north.

* S HP:Battered MV:Strong >
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt > Masaj tries to slash *Elvira*, but she
parries successfully.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!
*Elvira* panics, and attempts to flee!


* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt > You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!
*Elvira* leaves north.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong > Masaj leaves north.
You follow Masaj.

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 ]
Masaj the Darkling Master is standing here.
They aren't here.

o S HP:Battered MV:Strong >

They aren't here.

o S HP:Battered MV:Strong >
Masaj leaves north.
You follow Masaj.

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 ]
A faded tapestry of vines and leaves entwine around a slab of pale stone.
Masaj the Darkling Master is standing here.
*Elvira* is standing here.
A large plains bear smells the air for prey.
You try to pierce *Elvira*, but she dodges the attack.

* S HP:Battered MV:Strong - Elvira: Hurt > Masaj tries to slash *Elvira*, but she
deflects the blow.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Strong - Elvira: Hurt >
Radium narrates 'you on in ways?'

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* tries to strike you, but you parry successfully.
A large plains bear tries to hit Masaj, but he deflects the blow.
You try to pierce *Elvira*, but she parries successfully.

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Strong - Elvira: Hurt >

No way! You're fighting for your
life!

* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* leaves south.


o S HP:Battered MV:Strong > 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 ]
*Elvira* is standing here.
*Elvira* leaves south.

o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong > 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 ]
*Elvira* is standing here.
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Battered MV:Strong > You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* tries to strike you, but you deflect the blow.
You try to pierce *Elvira*, but she deflects the blow.
You try to pierce *Elvira*, but she dodges the attack.

* S HP:Battered MV:Strong - Elvira: Hurt >
You narrate '2s'

* S HP:Battered MV:Strong - Elvira: Hurt >
*Elvira* panics, and attempts to flee!


* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Strong - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
Masaj has arrived from the north.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!

* S HP:Battered MV:Strong - Elvira: Hurt >
Masaj tries to slash *Elvira*, but she
parries successfully.
You do the best you can!
*Elvira* leaves north.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong > They aren't here.


o S HP:Battered MV:Strong > They aren't here.
*Elvira* has arrived from the north.

* S HP:Battered MV:Strong > Masaj leaves north.
You follow Masaj.

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 ]
Masaj the Darkling Master is standing here.
They aren't here.

o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong >

Masaj leaves south.
You follow Masaj.

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 ]
Masaj the Darkling Master is standing here.
A brazen young hare thumps his powerful hind legs nearby.


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

o S HP:Battered MV:Strong > They aren't here.


o S HP:Battered MV:Strong >
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 ]

o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong >

They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong > 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 ]
A brazen young hare thumps his powerful hind legs nearby.

o S HP:Battered MV:Strong >

Players in your Zone
--------------------
Jaimie - A Subtle, Overgrown Path

o S HP:Battered MV:Strong > They aren't here.


o S HP:Battered MV:Strong >
They aren't here.


o S HP:Battered MV:Strong > They aren't here.

o S HP:Battered MV:Strong > Blustery Grasslands
Above your waist, the drab and wiry grass stings your exposed skin as the
gusty wind swishes it violently around. The deluge of sound produced greatly
hinders communication, while the thick stalks of the grass are troublesome
to navigate through.
[ obvious exits: N E W ]

o S HP:Battered MV:Strong >
You narrate 'w?'


o S HP:Battered MV:Strong >
Blustery Grasslands
A ways off to the west you can just barely make out a small brook cutting a
meandering path through the savanna. Trying to protect yourself from the
grass blades whipping your face and skin is taxing and not very effective.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.
A brazen young hare thumps his powerful hind legs nearby.

o S HP:Battered MV:Strong > Players in your Zone
--------------------
Jaimie - Blustery Grasslands

o S HP:Battered MV:Strong >
They aren't here.

o S HP:Battered MV:Strong >

Blustery Grasslands
Briars and other prickly plants mingle with the grass, snagging your
clothes faster than you can unravel their barbs. The wind is a gusty
constant, full of dusky earthen smells.
[ obvious exits: E S W ]
A fierce merlin cries shrilly as it dives low for a kill.

o S HP:Battered MV:Strong >
Masaj narrates 'firetrucking agroes'
Meander in the Crystal Brook
Here the watercourse bends itself back into its natural path north. Small
eddies swirl across the stream's surface under the dynamic energies of the
swift current.
[ obvious exits: N E S W ]
A silvery fish is swimming about underwater.

o S HP:Battered MV:Strong > Players in your Zone
--------------------
Jaimie - Meander in the Crystal Brook

o S HP:Battered MV:Strong >
Masaj narrates 'yes'

o S HP:Battered MV:Strong >

A Crystal Brook
The rushing water has become so clear, so crystal-transparent that you can
see the streambed in exacting detail. Smooth, rounded pebbles and fine-
grained sediment layers the floor in shallow ripples.
[ obvious exits: N S ]


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


o S HP:Battered MV:Strong > A Crystal Brook
As you wade further away from the brook's source, the water is cooler to the
touch. This place is ideal for satisfying your thirst or even taking a much-
needed bath.
[ obvious exits: N S ]
A snake is crawling through the water here.

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

o S HP:Battered MV:Strong >
A Crystal Brook
Wooded land to the north diverts the stream flow toward the west. The dog-
legged bow continues westward as it hugs the thick forest's borderline, which
encroaches out over the water like spiderlegs where the erosional currents
have eaten away the soils once holding the brown-black roots in place.
[ obvious exits: S W ]
A silvery fish is swimming about underwater.

o S HP:Battered MV:Strong >
A Crystal Brook
Along the north border of the gradually widening brook, brush and tree roots
grow very dense to form an impregnable barrier against entry to the woods.
The water is crystal clear and crisp, and your reflection wavers on it like
expensive mirrors found in noble houses or well-to-do inns.
[ obvious exits: E W ]
A silvery fish is swimming about underwater.

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


o S HP:Battered MV:Strong >
A Crystal Brook
As the brook nears the end of its course it broadens greatly and forms a
reservoir west of you. North, the woodland barrier is still too great for
passage and south-west are the uninhabited grasslands. A strong wind picks
up from the west.
[ obvious exits: E W ]
A small, silvery fish is swimming about here.
A silvery fish is swimming about underwater.
An irritating fly is here flying around.

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
You shudder at the concept of crossing water.

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
You shudder at the concept of crossing water.

o S HP:Battered MV:Tiring > Alas, you cannot go that way...

o S HP:Battered MV:Tiring >

A Crystal Brook
Along the north border of the gradually widening brook, brush and tree roots
grow very dense to form an impregnable barrier against entry to the woods.
The water is crystal clear and crisp, and your reflection wavers on it like
expensive mirrors found in noble houses or well-to-do inns.
[ obvious exits: E W ]
A silvery fish is swimming about underwater.

o S HP:Battered MV:Tiring >
A Crystal Brook
Wooded land to the north diverts the stream flow toward the west. The dog-
legged bow continues westward as it hugs the thick forest's borderline, which
encroaches out over the water like spiderlegs where the erosional currents
have eaten away the soils once holding the brown-black roots in place.
[ obvious exits: S W ]
A silvery fish is swimming about underwater.


o S HP:Battered MV:Tiring > A Crystal Brook
As you wade further away from the brook's source, the water is cooler to the
touch. This place is ideal for satisfying your thirst or even taking a much-
needed bath.
[ obvious exits: N S ]
A snake is crawling through the water here.


o S HP:Battered MV:Tiring >
A silvery fish has arrived from the north.
A Crystal Brook
The rushing water has become so clear, so crystal-transparent that you can
see the streambed in exacting detail. Smooth, rounded pebbles and fine-
grained sediment layers the floor in shallow ripples.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring > Alas, you cannot go that way...

o S HP:Battered MV:Tiring > Alas, you cannot go that way...


o S HP:Battered MV:Tiring >

Meander in the Crystal Brook
Here the watercourse bends itself back into its natural path north. Small
eddies swirl across the stream's surface under the dynamic energies of the
swift current.
[ obvious exits: N E S W ]
A silvery fish is swimming about underwater.

o S HP:Battered MV:Tiring >
Meander in the Crystal Brook
Remarkably clearer, the waterflow derived from the south is deflected toward
the east temporarily and bends around a sandy beach to the north. A few
minnows and silver-backed fish zip past you nervously.
[ obvious exits: N E S W ]
A small, silvery fish is swimming about here.
A small, silvery fish is swimming about here.

o S HP:Battered MV:Tiring > Tributary of the River Luan
Two streams merge here, joining their strength into a swift moving river,
which makes its way steadily south where it joins the River Luan and its waters
eventually split into a delta in Tear. A series of steep cliffs rise to the
north and northwest, hiding behind them the rolling Black Hills.
[ obvious exits: N E W ]
A spotted jaguar opens its eyes lazily.

o S HP:Battered MV:Tiring >
By the Strongly Flowing Stream
Clear water moves by slowly here, periodically stumbling over some small rapids
or swirling around some of the larger rocks with a soothing babble, like wind
passing through trees. Just downstream, to the east, another stream joins with
this one, leaving a small, triangular peninsula to the north that overlooks
both streams.
[ obvious exits: E W ]
A panther stalks through the wilderness.

o S HP:Battered MV:Tiring > Players in your Zone
--------------------
Jaimie - By the Strongly Flowing Stream

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Bend in the Stream
The water in this stream is not deep, perhaps no higher than the knee of a man.
Many pebbles and stones lie just under the surface of the clear water, some
shifting at times, producing a muffled clamor as the water rolls by. The source
of the water is a dark pool just to the north, where the current moves slowly
enough to support some hardy plant life.
[ obvious exits: E W ]


o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Near the Water
A gentle, lush green valley descends gradually to the south, between some low
hills. Just to the east, a shallow and slowly moving stream makes a gurgling
bend as it follows the natural slope of the land. A steep ridge stands to
the north, neatly blocking the view of anything beyond with its steep and
shifting slopes.
[ obvious exits: E S W ]
A rust-colored bobcat crouches low, ready to pounce.

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring > Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - Near the Water


o S HP:Battered MV:Tiring >
Base of the Gentle Slope
Low hills begin to roll out in all directions, gently climbing into the higher
and more rugged Black Hills that stand stark and hostile in contrast to the
grassy fields and lush vegetation to the south. Somewhere to the northeast
the pinacle of Dragonmount stands; a landmark for some, and a warning to
others.
[ obvious exits: E W ]

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Among the Dusty Hills
The fields of healthy, green grasses to the south seem to break into assorted
clumps of light brown and prickly weeds towards the north. Between the roots
of these plants, the soil is being slowly eaten away by moving winds, at times
breaking them free from the ground and sending them dancing in odd sprawls
across the terrain.
[ obvious exits: N E W ]

o S HP:Battered MV:Tiring >
Among the Black Hills
Occasional winds stir up small bits of sand and send them spraying across the
featureless terrain, letting them settle again soon after. The slow wash of
sand across these hills eventually fills any cracks and buries anomalies,
leaving the entire landscape flat, smooth, and infertile.
[ obvious exits: N S W ]

o S HP:Battered MV:Tiring >
The Black Hills
While rough and somewhat dangerous, these hills do possess a beauty unique to
them alone. Unhindered winds blow across the area, and the sun shines down hard
on the exposed rock, during the day; yet the shape and flow of the hills as
they extend outwards is striking, to say the least.
[ obvious exits: E S W ]

o S HP:Battered MV:Tiring > Alas, you cannot go that way...

o S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - The Black Hills

o S HP:Battered MV:Tiring >

Among the Desolate Hills
Some quality of the soil, perhaps the number of rocks in it, or the way in
which the sun brutally scorches the ground between dawn and dusk, has kept
any plant life from thriving here. In fact, there is no sign that any life
has really survived here long; no dried weeds or fresh tracks remain long
as a constant wind sweeps the ground. A narrow trail winds down into a
valley on the plains.
[ obvious exits: N E S W D ]

o S HP:Battered MV:Tiring >
The Rough Terrain
Just to the west of a towering peak amidst the hills, this place has collected
many of the boulders and broken rock from the slope above. The slope itself is
quite steep and unstable; somewhat impossible to climb. To the west, down some
ways, a river bends through the hills. The hills continue to the south, and a
wide path extends to the north.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring >
In the Shadow of the Ridge
Among the loose rubble that has crumbled to this point, it is possible to get a
good look at the surrounding area, at least in a few directions. A steep ridge
climbs to the east, and a river valley passes to the west. The ground remains
fairly level as it extends to the north and south.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring >
Beside the Ridge
Curiously formed between a stoney ridge to the east, which inclines as it
continues to the south, and a valley to the west which is narrow and quite
deep, this place may not remain long. The constant work of the elements, which
knock rocks down from above, and cut away at the foundation from below, will
eventually wear this place away.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring >
Atop the Small Hill
The land makes an odd transition in this area, sloping in many directions at
once. This hilltop overshadows a very narrow valley to the north and west; the
terrain also slopes down towards the east into a small depression in the hills.
To the southeast, a ridge grows out of the hills and rises towards the peak of
a taller mountain.
[ obvious exits: N E S ]
A raven is visible flying high in the sky.

o S HP:Battered MV:Tiring > The Narrow Valley
Carved into the solid rock that was once a lava flow, the walls of this valley
are very stable and hence very steep. The slope to the north is too steep to
be climbed; however, climbing the southern slope would not be impossible. The
valley itself descends to the west, where it makes a sharp bend to the south.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - The Narrow Valley

o S HP:Battered MV:Tiring >

By an Apple Tree
The path broadens out and encircles a tree, leaving a clearing about twenty
paces in diameter. The apple tree is huge, almost ten paces high with a trunk
a pace in diameter. The branches of the tree extend almost five paces away from
the trunk. A small grass covered hill rises to the north.
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.

o S HP:Battered MV:Tiring > Masaj narrates 'not past '
Along a Grassy Slope
The gradient of this slope is not very steep, but the waist high grasses on it
make negotiating the hillside a difficult and prickly process. More grass
covers the hilltop and the plains to the north and west. A large fruit tree
dominates your view to the south.
[ obvious exits: N S W ]

o S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - Along a Grassy Slope
You catch a smell of horses nearby.

o S HP:Battered MV:Tiring >

By an Apple Tree
The path broadens out and encircles a tree, leaving a clearing about twenty
paces in diameter. The apple tree is huge, almost ten paces high with a trunk
a pace in diameter. The branches of the tree extend almost five paces away from
the trunk. A small grass covered hill rises to the north.
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.

o S HP:Battered MV:Tiring > They aren't here.

o S HP:Battered MV:Tiring >
You narrate 'sm apple'


o S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - By an Apple Tree

o S HP:Battered MV:Tiring >
Masaj narrates 'not past margin'
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
They aren't here.

o S HP:Battered MV:Tiring >
On Steep Terrain
Suddenly sloping up to the north, the ground here is rather unstable; a thin
layer of loose dirt and pebbles covers the slope, periodically sliding and
shifting under its own weight. A decending path to the north weaves its way
down to the plains stretching to the north.
[ obvious exits: N S W ]
A panther stalks through the wilderness.

o S HP:Battered MV:Tiring >
Sloping Hills
Sloping downwards to the west, the terrain starts rolling with large
grasslands teeming with life. A few thickets of brush grow here and there,
but are balanced by the local wildflowers. Dry soft soil makes for easy
walking down the hill, but southward travel will be a bit more difficult.
[ obvious exits: N S ]
A long-eared rabbit is here, looking quite sick.

o S HP:Battered MV:Tiring >
Down a Hillside
The gradual slope of this side of the hill makes negotiating it like walking
on a paved road. The dry grass and brush crackle as you step on the ground.
Scattered bushes dotting the hillside provide a break from the extensiveness
of the golden brown grasses. The hilltop lying to the west is covered by even
more grass and grassy plains await you to the north.
[ obvious exits: N S ]

o S HP:Battered MV:Tiring >
By a Grassy Hill
Like the rest of this region, this area is covered by grass and brush brittle
from lack of water. The grass here only reaches to your knees, as opposed to
the waist and thigh high grasses that inundate the rest of these grasslands. To
the south is a slightly sloped hillside.
[ obvious exits: N S ]
A black maned lion is here, tail twitching.

o S HP:Battered MV:Tiring > Alas, you cannot go that way...

o S HP:Battered MV:Tiring >

You narrate 'she otw'

o S HP:Battered MV:Tiring >
Grasslands
Waist high grass and brush grow sparsely, leaving large patches of infertile
soil exposed between every plant. The short grass allows you to find surer
footing with relative ease.
[ obvious exits: N E S W ]
A long-eared rabbit is here, looking quite sick.

o S HP:Battered MV:Tiring >
Masaj narrates 'is'
Grasslands
These plains are blanketed by waist high grass and brush. The brush contains
many briar patches which tug at your skin and leave scratches. Endless
grasslands extend to the west.
[ obvious exits: E S W ]


o S HP:Battered MV:Tiring > Grassy Plains
The flat landscape is covered by waist high grasses mingled with large briar
patches. Burrs attach themselves all over you in order to be spread elsewhere
to grow. The muddy bank of a small brook is located to the east.
[ obvious exits: E S W ]


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


o S HP:Battered MV:Winded >
Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: E W ]

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

o S HP:Battered MV:Winded > Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]


o S HP:Battered MV:Winded >
The sun rises.
A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
A wild hog snorts angrily, pawing at the ground.
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Tiring > A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
A squirrel is here, chittering.
A long-eared rabbit is here, looking quite sick.


* S HP:Battered MV:Tiring > Masaj narrates 'past now'
Players in your Zone
--------------------
Jaimie - A Sallow Wood
Radium - Amongst the Ancient Headstones
Masaj - A Shallow Culvert at the Forest Border
You catch a smell of horses nearby.


* S HP:Battered MV:Tiring >
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A squirrel is here, chittering.


* S HP:Battered MV:Tiring > Masaj narrates 'east'
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Tiring >
An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring >
An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
*Elvira* is standing here, riding a gray palfrey.
A long-eared rabbit is here, looking quite sick.

* S HP:Battered MV:Tiring >

An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]

* S HP:Battered MV:Tiring > A Shallow Culvert at the Forest Border
Your boots sink quickly to the ankles as you step in the soft soil of a
drainage trench. The ditch is only a few feet from the road and shares
the other border with a very old and long undisturbed forest.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Battered MV:Tiring >

They aren't here.


* S HP:Battered MV:Tiring >
They aren't here.
*Elvira* has arrived from the west, riding a gray palfrey.

* S HP:Battered MV:Tiring >
You try to pierce *Elvira*, but she dodges the attack.

* S HP:Battered MV:Tiring - Elvira: Hurt > No way! You're fighting for your
life!

* S HP:Battered MV:Tiring - Elvira: Hurt > Masaj narrates 'not by me'
You do the best you can!
Radium narrates 'smell'

* S HP:Battered MV:Tiring - Elvira: Hurt >

Masaj tries to slash *Elvira*, but she parries successfully.

* S HP:Battered MV:Tiring - Elvira: Hurt > Mood changed to: Brave

* S HP:Battered MV:Tiring - Elvira: Hurt >

*Elvira* tries to strike you, but you
parry successfully.
You try to pierce *Elvira*, but she dodges the attack.
Arglebargle, glop-glyf!?!
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Tiring - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Tiring - Elvira: Hurt >
You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!

* S HP:Battered MV:Tiring - Elvira: Hurt >
You do the best you can!
*Elvira* leaves west riding a gray palfrey.

* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring >
They aren't here.


* S HP:Battered MV:Tiring > They aren't here.


* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring >
They aren't here.

* S HP:Battered MV:Tiring >
An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]


* S HP:Battered MV:Tiring > They aren't here.


* S HP:Battered MV:Tiring > An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
A long-eared rabbit is here, looking quite sick.

* S HP:Battered MV:Tiring >

They aren't here.

* S HP:Battered MV:Tiring > An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Battered MV:Tiring >
Players in your Zone
--------------------
Jaimie - An Old, Silent Forest
Radium - Blustery Grasslands
Masaj - An Old, Silent Forest
You catch a smell of horses nearby.


* S HP:Battered MV:Tiring > An Old, Silent Forest
A pervasive rustling of leaves consumes all quietude as eddies in the
wind currents gather and swirl them around. Tall pines and squat oaks
abound, and from the highest branches of both drop long ropey vines
that loop around every exposed surface.
[ obvious exits: S ]
A fierce merlin cries shrilly as it dives low for a kill.


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

* S HP:Battered MV:Tiring > Backstab who?

* S HP:Battered MV:Tiring >

An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]


* S HP:Battered MV:Tiring > An Old, Silent Forest
Trying to peer through the canopy of leaves and limbs is impossible. The
sheer density of growth from a myriad of tree limbs meshing together
combines to an opaque ceiling. Decades upon decades of old foliage shed
has accumulated here, making travel every bit as difficult as in swampland.
[ obvious exits: N ]


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

* S HP:Battered MV:Tiring > Backstab who?

* S HP:Battered MV:Tiring >

An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]


* S HP:Battered MV:Tiring > An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
A long-eared rabbit is here, looking quite sick.

* S HP:Battered MV:Tiring >
An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]

* S HP:Battered MV:Winded > Masaj has arrived from the east.
Players in your Zone
--------------------
Masaj - An Old, Silent Forest
Jaimie - An Old, Silent Forest
Radium - Blustery Grasslands
You catch a smell of horses nearby.

* S HP:Battered MV:Winded >
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Winded >

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A squirrel is here, chittering.

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

* S HP:Battered MV:Winded >

A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]


* S HP:Battered MV:Winded > A Sallow Wood
Still under the refreshing shade of birch and willow and dogwood you are
able to study the grassy savannas with relative comfort. Small animals dart
past you from time-to-time, and invisible chirping is ever-present up above.
[ obvious exits: S W ]
*Elvira* is standing here, riding a gray palfrey.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

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

* S HP:Battered MV:Winded > Masaj narrates 'block margin'
You silently approach your victim...


*Elvira* tries to strike you, but you parry successfully.

- = +
*Elvira* tries to strike you, but you parry successfully.

*

* Cancelled.
Mood changed to: Wimpy

* S HP:Battered MV:Winded - Elvira: Hurt > You panic and attempt to flee!


You flee head over heels.
Thinning of the Wood
Open sky looms above as you exit the boundaries of the sallow wood. The birch
and dogwood that manage to survive alone here are gnarled and have cracked
bark from water-deprivation. An undulating sea of wind-driven grass
dominates the west and its horizon.
[ obvious exits: E W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Winded >
You narrate 'she ctf'

* S HP:Battered MV:Winded >
You are carrying:
a brass storm lantern
an oilstone
[2] a jade signet ring
a full metal helmet and visor
a torc of gleaming steel
a Kandori snowflake necklace
a shining steel breastplate
a dark riding cape of mottled brown
a pair of ebony-steel plate vambraces
a pair of heavy metal gauntlets
[2] a sungwood bracelet
a polished onyx-inlaid shield
an opal adorned steel tulwar
a bronze belt of odd design
a heron-engraved scabbard
a pair of ebony-steel plate greaves
a dark pair of steel boots
a leather water flask
a large number of gold crowns (50)
an emerald ring
a dagger
a package of dried rations
a large number of copper pennies (43)

* S HP:Battered MV:Winded >

Players in your Zone
--------------------
Radium - A Sallow Wood
Jaimie - Thinning of the Wood
Masaj - A Sallow Wood
You catch a smell of horses nearby.

* S HP:Battered MV:Winded > Thinning of the Wood
Open sky looms above as you exit the boundaries of the sallow wood. The birch
and dogwood that manage to survive alone here are gnarled and have cracked
bark from water-deprivation. An undulating sea of wind-driven grass
dominates the west and its horizon.
[ obvious exits: E W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Winded >

A Sallow Wood
Still under the refreshing shade of birch and willow and dogwood you are
able to study the grassy savannas with relative comfort. Small animals dart
past you from time-to-time, and invisible chirping is ever-present up above.
[ obvious exits: S W ]
*Elvira* is standing here, riding a gray palfrey.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

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

* S HP:Battered MV:Winded > Masaj narrates 'nod block i'll chase her'
You silently approach your victim...

- = + *
*Elvira* tries to strike you, but you deflect the blow.

* +
= -
*Elvira* tries to strike you, but you dodge the attack.
Masaj narrates 'radium block'

Cancelled.
You panic and attempt to flee!


You flee head over heels.
A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
You narrate 'ok'

* S HP:Battered MV:Winded >
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A squirrel is here, chittering.

* S HP:Battered MV:Winded >
They aren't here.
Radium narrates 'blocking'


* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.


* S HP:Battered MV:Winded >
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A squirrel is here, chittering.

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

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

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

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

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

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

* S HP:Battered MV:Winded >
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
Radium is Toxic is standing here.
A wild hog snorts angrily, pawing at the ground.


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

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

* S HP:Battered MV:Winded >
A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A squirrel is here, chittering.

* S HP:Battered MV:Winded > A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]

* S HP:Battered MV:Winded >

Players in your Zone
--------------------
Jaimie - A Sallow Wood
Masaj - A Sallow Wood
Radium - Margin of Clearance Between the Woods
You catch a smell of horses nearby.

* S HP:Battered MV:Winded >
A Sallow Wood
Still under the refreshing shade of birch and willow and dogwood you are
able to study the grassy savannas with relative comfort. Small animals dart
past you from time-to-time, and invisible chirping is ever-present up above.
[ obvious exits: S W ]
Masaj the Darkling Master is standing here.
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

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

* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

Thinning of the Wood
Open sky looms above as you exit the boundaries of the sallow wood. The birch
and dogwood that manage to survive alone here are gnarled and have cracked
bark from water-deprivation. An undulating sea of wind-driven grass
dominates the west and its horizon.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
*Elvira* is standing here, riding a gray palfrey.
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Winded >
Masaj tries to slash *Elvira*, but she parries successfully.

* S HP:Battered MV:Winded >

*Elvira* barely strikes Masaj's body.

* S HP:Battered MV:Winded >
You try to pierce *Elvira*, but she parries
successfully.

* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You do the best
you can!

* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You do the best
you can!

* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You do the best
you can!
*Elvira* panics, and attempts to flee!


* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt > You do the best
you can!


* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt > You do the best
you can!


* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You do the best
you can!

* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You try to pierce *
Elvira*, but she dodges the attack.
You do the best you can!

* S HP:Battered MV:Winded - Masaj: Scratched - Elvira: Hurt >
You do the best
you can!
*Elvira* leaves west riding a gray palfrey.

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

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

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


* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

Gazing Outward Upon the Frontier
Devoid of life, human and animal, the land to the west is a wasteland. It
would be nigh impossible to survive a trek across those plains unless one
was fully equipped for such punishing travel. The shady wood to the east
is a much more pleasing alternative.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
*Elvira* is standing here, riding a gray palfrey.
A long-eared rabbit is here, looking quite sick.
A wild hog snorts angrily, pawing at the ground.
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Battered MV:Winded - Elvira: Hurt >
Masaj tries to slash *Elvira*, but she
deflects the blow.
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!
*Elvira* leaves east riding a gray palfrey.
*Elvira* has arrived from the east, riding a gray palfrey.

* S HP:Battered MV:Winded >
You try to pierce *Elvira*, but she parries
successfully.

* S HP:Battered MV:Winded - Elvira: Hurt >
*Elvira* avoids being bashed by Masaj
who loses his balance and falls!
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!

* S HP:Battered MV:Winded - Elvira: Hurt >
Mood changed to: Brave

* S HP:Battered MV:Winded - Elvira: Hurt >
You try to pierce *Elvira*, but she
deflects the blow.
Arglebargle, glop-glyf!?!

* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt > You do the best you can!


* S HP:Battered MV:Winded - Elvira: Hurt >
You do the best you can!
*Elvira* leaves west riding a gray palfrey.

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

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

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

* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

Grasslands
Dry grass and brush are scattered throughout this region, though there
are numerous large patches of exposed earth dotting the plains. The
exposed soil reveal mostly gravel and large stones.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A spotted hunting cat is here.
They aren't here.

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

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


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


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

* S HP:Battered MV:Winded > Masaj leaves west.
You follow Masaj.

Grassy Plains
The grass growing here is very tall, coming up above your waist and poking
at your exposed skin. It is impossible to see the kind of soil because the
grasses grow so close together. The bank of a small brook flows to the east
and is covered by flowers of diverse colors.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


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

* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

Grasslands
The grass here grows up to your thighs and is relatively spread out compared
to the grasslands to the east. The soil of the ground is loose and is littered
with already dead grass. The winds cause the grass to sway back and forth in
a rhythmic fashion. A small pond lies to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A large plains bear smells the air for prey.
They aren't here.

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

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

* S HP:Battered MV:Winded >
Masaj leaves west.
You follow Masaj.

Bend in the Abandoned Road
The road here is extremely dilapidated, with large ditches scattered throughout
the center of the road. There is little sign of recent use to be seen on the
road. The road bends to the west and south, while vast savanna extends to the
east and southwest. There is a small mound to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

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

* S HP:Battered MV:Winded >
Masaj leaves east.
You follow Masaj.

Grasslands
The grass here grows up to your thighs and is relatively spread out compared
to the grasslands to the east. The soil of the ground is loose and is littered
with already dead grass. The winds cause the grass to sway back and forth in
a rhythmic fashion. A small pond lies to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A large plains bear smells the air for prey.
They aren't here.

* S HP:Battered MV:Weary >
Masaj leaves south.
You follow Masaj.

Grasslands
Chest high grasses inundate this area, making it difficult to traverse the
plains. Winds periodically scour the plains making the grass sway back and
forth. More grassy plains lie ahead to the south and west.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Battered MV:Weary > They aren't here.


* S HP:Battered MV:Weary > They aren't here.


* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary >
Masaj gets a cup of thready brown tea from a soft
leather pouch.
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
Masaj quaffs a cup of thready brown tea.
They aren't here.
Radium narrates 'on'

* S HP:Battered MV:Weary >
Masaj leaves east.
You follow Masaj.

Grasslands
Waist high grasses grow in vast quantities here and the air is filled with
their airborne seeds. The briars mingled with the grass scratch you as
you make your way through the savanna. A sandy bank lies east of here and
more grasslands lie further west.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Battered MV:Weary >
Masaj leaves east.
You follow Masaj.

Grasslands
The dry, short grass is extremely sparse here, plenty of space in between
each plant to see that the soil is poor. Soft breezes blow across the
plains with regularity.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A spotted hunting cat is here.
A black maned lion is here, tail twitching.
They aren't here.

* S HP:Battered MV:Weary >
Masaj leaves east.
You follow Masaj.

Thinning of the Wood
Sun-parched trees with scraggly branches twisted by gale-force winds are the
only inhabitants outside the drab-colored grass advancing on the forests
soil. Some blackened scorch marks on the base of the trees and the earth
signal that this dry land is given to wildfires.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Battered MV:Weary >
Masaj leaves east.
You follow Masaj.

A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A wild hog snorts angrily, pawing at the ground.
They aren't here.

* S HP:Battered MV:Weary >
Masaj leaves east.
You follow Masaj.

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Battered MV:Weary > Masaj leaves east.
You follow Masaj.

Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A squirrel is here, chittering.
*Elvira* is here, fighting Radium, riding a gray palfrey.
Radium is Toxic is here, fighting Elvira.
A wild hog snorts angrily, pawing at the ground.
You try to pierce *Elvira*, but she parries successfully.


* S HP:Battered MV:Weary - Radium: Battered - Elvira: Hurt >
Masaj leaves east.
*Elvira* leaves west riding a gray palfrey.


* S HP:Battered MV:Weary > They aren't here.


* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > Masaj has arrived from the east.
They aren't here.


* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.


* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary >
They aren't here.


* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary >

Masaj leaves west.
You follow Masaj.

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Weary >
Thinning of the Wood
Sun-parched trees with scraggly branches twisted by gale-force winds are the
only inhabitants outside the drab-colored grass advancing on the forests
soil. Some blackened scorch marks on the base of the trees and the earth
signal that this dry land is given to wildfires.
[ obvious exits: E W ]

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

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

* S HP:Battered MV:Weary >

A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A wild hog snorts angrily, pawing at the ground.

* S HP:Battered MV:Weary >
A Sallow Wood
Still under the refreshing shade of birch and willow and dogwood you are
able to study the grassy savannas with relative comfort. Small animals dart
past you from time-to-time, and invisible chirping is ever-present up above.
[ obvious exits: S W ]
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

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

* S HP:Battered MV:Weary > Masaj has arrived from the south.
Backstab who?

* S HP:Battered MV:Weary >
An Aes Sedai slashes Masaj's left arm.
Masaj slashes an Aes Sedai's body into bloody fragments!
A graceful warder joins an Aes Sedai's fight!
A graceful warder joins an Aes Sedai's fight!
An Aes Sedai slashes Masaj's head.
The day has begun.
Your heartbeat calms down more as you feel less panicked.

* S HP:Wounded MV:Winded >

Masaj panics, and attempts to flee!
Thinning of the Wood
Open sky looms above as you exit the boundaries of the sallow wood. The birch
and dogwood that manage to survive alone here are gnarled and have cracked
bark from water-deprivation. An undulating sea of wind-driven grass
dominates the west and its horizon.
[ obvious exits: E W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - Thinning of the Wood
Masaj - A Sallow Wood
Radium - Margin of Clearance Between the Woods

* S HP:Wounded MV:Winded >
It is a backpack.
When you look inside, you see:
backpack (used) :
[10] a throwing knife
ten copper pennys
a cup of thready brown tea
[2] a bunch of fireworks
[4] a thin vial of yellow fluid
a throwing spike
[2] a white hart pendant
a wealth of gold crowns (370)
a water skin
a cup of thick syrup
[2] a bubbling draught


* S HP:Wounded MV:Winded >

They aren't here.

* S HP:Wounded MV:Winded >
A Sallow Wood
Still under the refreshing shade of birch and willow and dogwood you are
able to study the grassy savannas with relative comfort. Small animals dart
past you from time-to-time, and invisible chirping is ever-present up above.
[ obvious exits: S W ]
A warder stands here, working sword forms.
A warder stands here, working sword forms.
An Aes Sedai stands here, her ageless face looking on impassively.

* S HP:Wounded MV:Winded > A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
A wild hog snorts angrily, pawing at the ground.

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

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - A Sallow Wood
Radium - Margin of Clearance Between the Woods

* S HP:Wounded MV:Winded >

They aren't here.


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

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

* S HP:Wounded MV:Winded >


Thinning of the Wood
Sun-parched trees with scraggly branches twisted by gale-force winds are the
only inhabitants outside the drab-colored grass advancing on the forests
soil. Some blackened scorch marks on the base of the trees and the earth
signal that this dry land is given to wildfires.
[ obvious exits: E W ]

* S HP:Wounded MV:Winded > Grasslands
The dry, short grass is extremely sparse here, plenty of space in between
each plant to see that the soil is poor. Soft breezes blow across the
plains with regularity.
[ obvious exits: N E W ]
A spotted hunting cat is here.
A black maned lion is here, tail twitching.

* S HP:Wounded MV:Winded >
Grasslands
Waist high grasses grow in vast quantities here and the air is filled with
their airborne seeds. The briars mingled with the grass scratch you as
you make your way through the savanna. A sandy bank lies east of here and
more grasslands lie further west.
[ obvious exits: N E W ]

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - Grasslands
Masaj - End of the Road
You catch a smell of horses nearby.

* S HP:Wounded MV:Winded >
Grasslands
Chest high grasses inundate this area, making it difficult to traverse the
plains. Winds periodically scour the plains making the grass sway back and
forth. More grassy plains lie ahead to the south and west.
[ obvious exits: N E W ]

* S HP:Wounded MV:Weary >

Masaj narrates 'south'

* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Masaj - Grassy Plains
Jaimie - Grasslands
You catch a smell of horses nearby.

* S HP:Wounded MV:Weary >
Obvious exits:
North - Grasslands
East - Grasslands
West - Along the Road


* S HP:Wounded MV:Weary >
Along the Road
Large quantities of grass grow on the road, but its is still possible to
differentiate where the road is. The grass is brown from lack of water and
grows up to your knees. There is a small hill covered with dry grass visible
to the south. Seemingly endless grass and brush dominate the lands to the
east and to the west.
[ obvious exits: N E S ]
A large plains bear smells the air for prey.
A long-eared rabbit is here, looking quite sick.

* S HP:Wounded MV:Weary > End of the Road
The road ends here, seeming to fade into the surrounding grasslands with none
of the paving to be seen anywhere. Copious grasses cover the road itself
preventing you from finding exactly where the road ended. There is a small hill
to the south which looks out of place located among grasslands. Both the east
and west are grasslands as far as you can see.
[ obvious exits: N E S ]
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.


* S HP:Wounded MV:Weary >
A Cleared Field
All the vegetation in ths field has been cleared and replaced with pieces of
rock and stone. The road was never completed leaving the land in the care of
nature and Creator. There are small weeds that have grown back all over the
paving and much of the paving has been buried by the soil.
[ obvious exits: N E W ]

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

* S HP:Wounded MV:Weary >
Obvious exits:
North - End of the Road
East - Grasslands
West - Grassy Plains

* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Masaj - Barren Plains
Jaimie - A Cleared Field
You catch a smell of horses nearby.


* S HP:Wounded MV:Weary >

Grasslands
Waist high grass and brush grow sparsely, leaving large patches of infertile
soil exposed between every plant. The short grass allows you to find surer
footing with relative ease.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Weary > By a Grassy Hill
Like the rest of this region, this area is covered by grass and brush brittle
from lack of water. The grass here only reaches to your knees, as opposed to
the waist and thigh high grasses that inundate the rest of these grasslands. To
the south is a slightly sloped hillside.
[ obvious exits: N S ]
A black maned lion is here, tail twitching.

* S HP:Wounded MV:Weary > Down a Hillside
The gradual slope of this side of the hill makes negotiating it like walking
on a paved road. The dry grass and brush crackle as you step on the ground.
Scattered bushes dotting the hillside provide a break from the extensiveness
of the golden brown grasses. The hilltop lying to the west is covered by even
more grass and grassy plains await you to the north.
[ obvious exits: N S ]

* S HP:Wounded MV:Weary >
Obvious exits:
North - By a Grassy Hill
South - Sloping Hills


* S HP:Wounded MV:Weary >
Sloping Hills
Sloping downwards to the west, the terrain starts rolling with large
grasslands teeming with life. A few thickets of brush grow here and there,
but are balanced by the local wildflowers. Dry soft soil makes for easy
walking down the hill, but southward travel will be a bit more difficult.
[ obvious exits: N S ]
A long-eared rabbit is here, looking quite sick.

* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Jaimie - Sloping Hills

* S HP:Wounded MV:Weary >
On Steep Terrain
Suddenly sloping up to the north, the ground here is rather unstable; a thin
layer of loose dirt and pebbles covers the slope, periodically sliding and
shifting under its own weight. A decending path to the north weaves its way
down to the plains stretching to the north.
[ obvious exits: N S W ]
A panther stalks through the wilderness.

* S HP:Wounded MV:Weary >

By an Apple Tree
The path broadens out and encircles a tree, leaving a clearing about twenty
paces in diameter. The apple tree is huge, almost ten paces high with a trunk
a pace in diameter. The branches of the tree extend almost five paces away from
the trunk. A small grass covered hill rises to the north.
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.

* S HP:Wounded MV:Weary >
West of A Tree
Left in the shadow of a tree at most times of the day and night, the grass
grows in the quiet. A large hill to the south blocks out the distance, but
a series of switchbacks climb the hill. To the east the paths open wide.
[ obvious exits: E S W ]

* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Jaimie - West of A Tree
Masaj - A Tract
You catch a smell of horses nearby.

* S HP:Wounded MV:Weary >
By an Apple Tree
The path broadens out and encircles a tree, leaving a clearing about twenty
paces in diameter. The apple tree is huge, almost ten paces high with a trunk
a pace in diameter. The branches of the tree extend almost five paces away from
the trunk. A small grass covered hill rises to the north.
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.


* S HP:Wounded MV:Weary >
They aren't here.


* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary > They aren't here.

* S HP:Wounded MV:Weary > They aren't here.

* S HP:Wounded MV:Weary >
You narrate 'am apple'

* S HP:Wounded MV:Weary >
You narrate 'havent seen'


* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Jaimie - By an Apple Tree
Masaj - Barren Plains
You catch a smell of horses nearby.

* S HP:Wounded MV:Weary >

They aren't here.

* S HP:Wounded MV:Weary >
Masaj narrates 'all n all w apple'
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary > They aren't here.

* S HP:Wounded MV:Weary >
Masaj narrates 'incoming'


* S HP:Wounded MV:Weary >
Along a Grassy Slope
The gradient of this slope is not very steep, but the waist high grasses on it
make negotiating the hillside a difficult and prickly process. More grass
covers the hilltop and the plains to the north and west. A large fruit tree
dominates your view to the south.
[ obvious exits: N S W ]

* S HP:Wounded MV:Weary >
A Grassy Hilltop
This hill is not very high, but the large expanse of plains provide it with a
view of everything for leagues in all directions. The top is blanketed by dry
grass and brush like the rest of this area. Grasslands fill your view in the
west and a plateau protrudes into the sky in the northwest. An apple tree
grows at the base of the hill to the south.
[ obvious exits: S W D ]
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Wounded MV:Weary >
A Copse on the Plains
Small trees and large bushes thrive here in the rich and fertile soil. There
is a layer of decaying leaves blanketing the thicket floor, returning the
nutrients back to the dirt. Soft breezes spread the fresh smell of life
throughout the small copse.
[ obvious exits: E W ]
An antelope blends into the scenery.


* S HP:Wounded MV:Weary > Desolate Plains
The dry plains provide little peace for the traveller. The hard and cracked
ground is rather flat, but small crevices in the can be seen here and there.
It seems small animals have taken up residence in some of the holes.
[ obvious exits: N E W ]
An antelope blends into the scenery.

* S HP:Wounded MV:Weary >
A Tract
The soil here is extremely infertile, with rocks mixed throughout. Only weeds
and other hearty plants are able to survive, and they not well judging by the
dead plants lying all over the ground. Dust fills the air and obstructs you
from having a clear view of the surrounding lands.
[ obvious exits: N E ]
A spotted hunting cat is here.
A spotted hunting cat is here.

* S HP:Wounded MV:Weary >
Barren Plains
Desolate is the only word to describe these plains. Even the weeds seem to have
problems surviving, but there is an occasional tree or bush, straining to make
these plains fruitful, yet the effort seems futile with desolation visible
in every direction.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
Masaj leaves north.
You follow Masaj.

Grassy Plains
The grass and brush that was abundant in the rest of the plains only occupy
a small portion of this land. The little grass that grows here only grows
to your ankles and is loosely attached to the topsoil. The soil itself is
mainly bits of rock.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.
*Elvira* has arrived from the east, riding a gray palfrey.


* S HP:Wounded MV:Weary > Masaj leaves north.
You follow Masaj.

Grassy Plains
Chest high grasses surround you, depositing seeds and burrs on you and prick
at your exposed skin. The tall grasses make it difficult to see if the ground
ahead of you drops.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Wounded MV:Haggard > They aren't here.


* S HP:Wounded MV:Haggard > They aren't here.


* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
Masaj leaves south.
You follow Masaj.

Grassy Plains
The grass and brush that was abundant in the rest of the plains only occupy
a small portion of this land. The little grass that grows here only grows
to your ankles and is loosely attached to the topsoil. The soil itself is
mainly bits of rock.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard > They aren't here.

* S HP:Wounded MV:Haggard > They aren't here.

* S HP:Wounded MV:Haggard >

Masaj leaves south.
You follow Masaj.

Barren Plains
Desolate is the only word to describe these plains. Even the weeds seem to have
problems surviving, but there is an occasional tree or bush, straining to make
these plains fruitful, yet the effort seems futile with desolation visible
in every direction.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Haggard > A cheetah has arrived from the south.
You swiftly dodge a cheetah's attempt to hit you.
You pierce a cheetah's right paw very hard.
You swiftly dodge a cheetah's attempt to hit you.
You get a thin vial of yellow fluid from a backpack.

* S HP:Wounded MV:Haggard - a cheetah: Wounded >

You pierce a cheetah's body very hard.

* S HP:Wounded MV:Haggard - a cheetah: Wounded >
You quaff a thin vial of yellow
fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Wounded MV:Winded - a cheetah: Wounded > Masaj leaves east.
They aren't here.

* S HP:Wounded MV:Winded - a cheetah: Wounded >

You panic and attempt to flee!


You flee head over heels.
Grassy Plains
The grass here seems to be disappearing, leaving scattered tufts of scraggly
grass that grow only to your ankles. The topsoil here consists mainly of small
pieces of rock unsuited to growing plants.
[ obvious exits: N E S W ]
A black maned lion is here, tail twitching.
Desolate Plains
The dry plains provide little peace for the traveller. The hard and cracked
ground is rather flat, but small crevices in the can be seen here and there.
It seems small animals have taken up residence in some of the holes.
[ obvious exits: N E W ]
An antelope blends into the scenery.

* S HP:Wounded MV:Winded >
A Copse on the Plains
Small trees and large bushes thrive here in the rich and fertile soil. There
is a layer of decaying leaves blanketing the thicket floor, returning the
nutrients back to the dirt. Soft breezes spread the fresh smell of life
throughout the small copse.
[ obvious exits: E W ]
An antelope blends into the scenery.

* S HP:Wounded MV:Winded > A Grassy Hilltop
This hill is not very high, but the large expanse of plains provide it with a
view of everything for leagues in all directions. The top is blanketed by dry
grass and brush like the rest of this area. Grasslands fill your view in the
west and a plateau protrudes into the sky in the northwest. An apple tree
grows at the base of the hill to the south.
[ obvious exits: S W D ]
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Jaimie - A Grassy Hilltop
Masaj - Base of a Hill
Radium - Grassy Plains

* S HP:Wounded MV:Weary >
Base of a Hill
The hill rises about thirty paces in the air and is blanketed by dry, brittle
grasses. The grass and brush here comes up to your thighs and is quite dense,
but the ground supplies sure footing and dust is prevented from becoming
airborne. There is and entrance to a dark cave on the face of the hill to the,
south while grasslands dominate your view in the other directions.
[ obvious exits: S W U ]

* S HP:Wounded MV:Weary >

You narrate 'no sm'

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

* S HP:Wounded MV:Weary >

Grassy Plains
The grass here seems to be disappearing, leaving scattered tufts of scraggly
grass that grow only to your ankles. The topsoil here consists mainly of small
pieces of rock unsuited to growing plants.
[ obvious exits: N E S W ]
A black maned lion is here, tail twitching.

* S HP:Wounded MV:Weary >
Grassy Plains
The grass here is relatively short, only growing up to you knees. Negotiating
the land takes less effort than the rest of these plains. The view to the
south is dominated by a small hill.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Weary >
A Cleared Field
All the vegetation in ths field has been cleared and replaced with pieces of
rock and stone. The road was never completed leaving the land in the care of
nature and Creator. There are small weeds that have grown back all over the
paving and much of the paving has been buried by the soil.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A long-eared rabbit is here, looking quite sick.

* S HP:Wounded MV:Weary >
Masaj quaffs a vial filled with a dark red liquid.
Masaj gags at the taste of the bitter, red liquid!
Grasslands
Waist high grass and brush grow sparsely, leaving large patches of infertile
soil exposed between every plant. The short grass allows you to find surer
footing with relative ease.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Winded >
Grassy Plains
Vast quantities of thigh high grasses cover these plains. The strong winds
cause the grasses to whip back and forth violently. Patches without vegetation
reveal dry loose soil riddled with bits and pieces of rock.
[ obvious exits: N W ]

* S HP:Wounded MV:Weary >
Grassy Plains
The flat landscape is covered by waist high grasses mingled with large briar
patches. Burrs attach themselves all over you in order to be spread elsewhere
to grow. The muddy bank of a small brook is located to the east.
[ obvious exits: E S W ]

* S HP:Wounded MV:Weary >
Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: E W ]

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

* S HP:Wounded MV:Weary > Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]

* S HP:Wounded MV:Weary >

A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
A wild hog snorts angrily, pawing at the ground.

* S HP:Wounded MV:Weary > A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
A squirrel is here, chittering.

* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Jaimie - A Sallow Wood
Masaj - Thinning of the Wood

* S HP:Wounded MV:Weary >

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]

* S HP:Wounded MV:Weary > Masaj narrates 'incoming margin'
Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
A squirrel is here, chittering.


* S HP:Wounded MV:Weary >
Along the Run
A north-south run seems to have become a familiar means of passage for many
animals through these dense woods. Nettles and other brambles rim the ways
and towering trees with impenetrable foliage block sight and movement to
the west or east.
[ obvious exits: N S ]

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

* S HP:Wounded MV:Weary >

Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
A squirrel is here, chittering.

* S HP:Wounded MV:Weary >
An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]

* S HP:Wounded MV:Weary > An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
A long-eared rabbit is here, looking quite sick.


* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Radium - An Old, Silent Forest
Masaj - A Sallow Wood
Jaimie - An Old, Silent Forest

* S HP:Wounded MV:Weary >
Masaj narrates 'ffs'
An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]


* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Radium - Foot of the Bridge
Jaimie - An Old, Silent Forest
Masaj - Margin of Clearance Between the Woods

* S HP:Wounded MV:Weary >
You have 215(391) hit and 60(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.


* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Masaj - A Sallow Wood
Radium - Bridge Over the Alindrelle
Jaimie - An Old, Silent Forest

* S HP:Wounded MV:Weary >
It is a backpack.
When you look inside, you see:
backpack (used) :
[10] a throwing knife
ten copper pennys
a cup of thready brown tea
[2] a bunch of fireworks
[3] a thin vial of yellow fluid
a throwing spike
[2] a white hart pendant
a wealth of gold crowns (370)
a water skin
a cup of thick syrup
[2] a bubbling draught

* S HP:Wounded MV:Weary >

You put 50 crowns in a backpack.
You put 43 coppers in a backpack.

* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Masaj - Gazing Outward Upon the Frontier
Radium - Bridge Over the Alindrelle
Jaimie - An Old, Silent Forest

* S HP:Wounded MV:Weary >

Yes, narrate, fine, narrate we must, but WHAT???

* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Radium - Bridge Over the Alindrelle
Jaimie - An Old, Silent Forest


* S HP:Wounded MV:Weary >
An Old, Silent Forest
Complete calm and solitude strike you first as you enter the colorless,
overgrown forest. Most of the vegetation is gray-green and very drab,
while the bark and roots of the trees are almost ashen. Precious
little stirs these grounds, and new growth is depressed or choked out by
the unchecked pre-existant plant life.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Weary > Obvious exits:
North - An Old, Silent Forest
East - A Shallow Culvert at the Forest Border
South - An Old, Silent Forest
West - An Old, Silent Forest

* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Radium - Bridge Over the Alindrelle
Jaimie - An Old, Silent Forest

* S HP:Wounded MV:Weary >
An Old, Silent Forest
An eerie, muffled shriek breaks the utter quiet of this wood. Upon closer
investigation you discover the sound emanating from wind passing through the
hollow arms of a stately oak whose life slowly wans whilst it yet grasps out
for blessed light.
[ obvious exits: E W ]
A long-eared rabbit is here, looking quite sick.

* S HP:Wounded MV:Weary >

Your heartbeat calms down more as you feel less
panicked.
Players in your Zone
--------------------
Jaimie - An Old, Silent Forest
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Tiring > An Old, Silent Forest
Stillness invades every fiber of being around you. Trudging through the deep
piles of fallen leaves and branches produces strangely little noise, as if
it is absorbed. No birds chirp, nor is there sign of other woodland life,
and the only movement comes from the dance of sunlight through the flutter of
windblown leaves in the boughs high above.
[ obvious exits: E W ]

* S HP:Wounded MV:Tiring >

Radium narrates 'yeah i moved when you said south'

* S HP:Wounded MV:Tiring >
Players in your Zone
--------------------
Jaimie - An Old, Silent Forest
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Tiring >


Margin of Clearance Between the Woods
A distinctly worn path, most likely a runway forged by woodland creatures,
splits the boundaries between two woods. Animal droppings and remains
are scattered amongst the freshly kicked dirt.
[ obvious exits: N E S W ]
A squirrel is here, chittering.

* S HP:Wounded MV:Tiring > Players in your Zone
--------------------
Jaimie - Margin of Clearance Between the Woods
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Tiring > You have 229(391) hit and 123(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Wounded MV:Tiring >

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
A wild hog snorts angrily, pawing at the ground.
A squirrel is here, chittering.

* S HP:Wounded MV:Winded >
A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
A long-eared rabbit is here, looking quite sick.

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - A Sallow Wood
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Winded >

A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
A wild hog snorts angrily, pawing at the ground.

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

* S HP:Wounded MV:Winded >
Players in your Zone
--------------------
Jaimie - A Sallow Wood
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Winded >

Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]

* S HP:Wounded MV:Winded > Before the Unending Grasslands
Finally, the last tree is behind you, and the terrain gives way to endless
miles of high grass. It is a wondrous sight to gaze upon, but simultaneously
the arid, coverless land would be difficult to trek across.
[ obvious exits: N ]
A falcon with long, brown feathers circles in a slow hunting pattern.
A falcon with long, brown feathers circles in a slow hunting pattern.

* S HP:Wounded MV:Winded >
Players in your Zone
--------------------
Jaimie - Before the Unending Grasslands
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Tiring >

Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]

* S HP:Wounded MV:Tiring > Grasslands
Dry grasses sway with the soft warm breezes originating from the hills
in the west. The blistering heat pommels you as you traverse the grass
covered plains. Dry, gravelly soil crunches with every step.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >

Masaj leaves east.
You follow Masaj.

Thinning of the Wood
The isolated trees this far outside the main group are worse for wear. The
parched and grass-choked soil provides them with little nourishment, and the
sun and windy climate beat down without pity.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - Thinning of the Wood
Masaj - Thinning of the Wood
Radium - Bridge Over the Alindrelle

* S HP:Wounded MV:Winded >

Masaj leaves east.
You follow Masaj.

A Sallow Wood
Towards the south and west, the tree cover begins to dwindle to nothing and
a swathe of tall grass invades the woodland boundary. With less shade than
among the trees, the tan fields are warm and arid in the afternoon sun, but
cold and windy during bad weather.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A wild hog snorts angrily, pawing at the ground.

* S HP:Wounded MV:Winded > A rabbit has arrived from the north.
Masaj leaves east.
You follow Masaj.

A Sallow Wood
Pausing at the cool refuge of the wood's border, it is the last stop heading
further west for any shade. Between the tree-trunks you see the dry, olive
grass of open plains. No signs of civilization are present anywhere.
[ obvious exits: N W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves north.
You follow Masaj.

A Sallow Wood
The trees and growth here are marginally different than that to the east. The
spacing between plant life is a healthier distance, and a lot less scrub
and underbrush choke the earth's surface. Also, the sky is visible and a
light breeze passes between trees.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A wild hog snorts angrily, pawing at the ground.
A squirrel is here, chittering.

* S HP:Wounded MV:Winded >

Mister Body Masaj Machine


Masaj has a few scratches.

Masaj is using:
<held> an oilstone
<worn on head> a full metal helmet and visor
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn about body> a blight bear pelt with hanging horned skulls
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<wielded two-handed> a heron-marked greatsword
<worn on legs> a pair of steel-plated greaves
<worn on feet> a dark pair of steel boots

You attempt to peek at the inventory:
You can't see anything.

* S HP:Wounded MV:Winded >
Masaj narrates 'not past '

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

A Sallow Wood
The tweeter of songbirds and the cautious scurrying of small animals are a
definite marker for having departed the deathly quiet forest to the east.
Pale dogwoods, birch and willows comprise this peaceful wood, and the
air is fresh and less stagnant.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Thinning of the Wood
Sun-parched trees with scraggly branches twisted by gale-force winds are the
only inhabitants outside the drab-colored grass advancing on the forests
soil. Some blackened scorch marks on the base of the trees and the earth
signal that this dry land is given to wildfires.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Grasslands
The dry, short grass is extremely sparse here, plenty of space in between
each plant to see that the soil is poor. Soft breezes blow across the
plains with regularity.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A spotted hunting cat is here.
A black maned lion is here, tail twitching.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Grasslands
Waist high grasses grow in vast quantities here and the air is filled with
their airborne seeds. The briars mingled with the grass scratch you as
you make your way through the savanna. A sandy bank lies east of here and
more grasslands lie further west.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Grasslands
Chest high grasses inundate this area, making it difficult to traverse the
plains. Winds periodically scour the plains making the grass sway back and
forth. More grassy plains lie ahead to the south and west.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Along the Road
Large quantities of grass grow on the road, but its is still possible to
differentiate where the road is. The grass is brown from lack of water and
grows up to your knees. There is a small hill covered with dry grass visible
to the south. Seemingly endless grass and brush dominate the lands to the
east and to the west.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

End of the Road
The road ends here, seeming to fade into the surrounding grasslands with none
of the paving to be seen anywhere. Copious grasses cover the road itself
preventing you from finding exactly where the road ended. There is a small hill
to the south which looks out of place located among grasslands. Both the east
and west are grasslands as far as you can see.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.


* S HP:Wounded MV:Winded > Masaj leaves south.
You follow Masaj.

A Cleared Field
All the vegetation in ths field has been cleared and replaced with pieces of
rock and stone. The road was never completed leaving the land in the care of
nature and Creator. There are small weeds that have grown back all over the
paving and much of the paving has been buried by the soil.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A long-eared rabbit is here, looking quite sick.
Players in your Zone
--------------------
Jaimie - A Cleared Field
Masaj - A Cleared Field

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Grassy Plains
The grass here is relatively short, only growing up to you knees. Negotiating
the land takes less effort than the rest of these plains. The view to the
south is dominated by a small hill.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A spotted hunting cat is here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Grassy Plains
The grass here seems to be disappearing, leaving scattered tufts of scraggly
grass that grow only to your ankles. The topsoil here consists mainly of small
pieces of rock unsuited to growing plants.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A black maned lion is here, tail twitching.


* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - Grassy Plains
Masaj - Grassy Plains

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Desolate Plains
The dry plains provide little peace for the traveller. The hard and cracked
ground is rather flat, but small crevices in the can be seen here and there.
It seems small animals have taken up residence in some of the holes.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
An antelope blends into the scenery.

* S HP:Wounded MV:Winded >
Masaj leaves east.
You follow Masaj.

A Copse on the Plains
Small trees and large bushes thrive here in the rich and fertile soil. There
is a layer of decaying leaves blanketing the thicket floor, returning the
nutrients back to the dirt. Soft breezes spread the fresh smell of life
throughout the small copse.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
An antelope blends into the scenery.

* S HP:Wounded MV:Winded >
Masaj leaves east.
You follow Masaj.

A Grassy Hilltop
This hill is not very high, but the large expanse of plains provide it with a
view of everything for leagues in all directions. The top is blanketed by dry
grass and brush like the rest of this area. Grasslands fill your view in the
west and a plateau protrudes into the sky in the northwest. An apple tree
grows at the base of the hill to the south.
[ obvious exits: S W D ]
Masaj the Darkling Master is standing here.
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Along a Grassy Slope
The gradient of this slope is not very steep, but the waist high grasses on it
make negotiating the hillside a difficult and prickly process. More grass
covers the hilltop and the plains to the north and west. A large fruit tree
dominates your view to the south.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
Players in your Zone
--------------------
Jaimie - Along a Grassy Slope
Masaj - Along a Grassy Slope

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

By an Apple Tree
The path broadens out and encircles a tree, leaving a clearing about twenty
paces in diameter. The apple tree is huge, almost ten paces high with a trunk
a pace in diameter. The branches of the tree extend almost five paces away from
the trunk. A small grass covered hill rises to the north.
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
Masaj the Darkling Master is standing here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

The Narrow Valley
Carved into the solid rock that was once a lava flow, the walls of this valley
are very stable and hence very steep. The slope to the north is too steep to
be climbed; however, climbing the southern slope would not be impossible. The
valley itself descends to the west, where it makes a sharp bend to the south.
[ obvious exits: N S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >

Masaj leaves south.
You follow Masaj.

Atop the Small Hill
The land makes an odd transition in this area, sloping in many directions at
once. This hilltop overshadows a very narrow valley to the north and west; the
terrain also slopes down towards the east into a small depression in the hills.
To the southeast, a ridge grows out of the hills and rises towards the peak of
a taller mountain.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded > Masaj leaves south.
You follow Masaj.

Beside the Ridge
Curiously formed between a stoney ridge to the east, which inclines as it
continues to the south, and a valley to the west which is narrow and quite
deep, this place may not remain long. The constant work of the elements, which
knock rocks down from above, and cut away at the foundation from below, will
eventually wear this place away.
[ obvious exits: N S ]
Masaj the Darkling Master is standing here.
A raven is visible flying high in the sky.
Players in your Zone
--------------------
Jaimie - Beside the Ridge
Masaj - Beside the Ridge

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

In the Shadow of the Ridge
Among the loose rubble that has crumbled to this point, it is possible to get a
good look at the surrounding area, at least in a few directions. A steep ridge
climbs to the east, and a river valley passes to the west. The ground remains
fairly level as it extends to the north and south.
[ obvious exits: N S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Players in your Zone
--------------------
Jaimie - In the Shadow of the Ridge
Masaj - In the Shadow of the Ridge

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

The Rough Terrain
Just to the west of a towering peak amidst the hills, this place has collected
many of the boulders and broken rock from the slope above. The slope itself is
quite steep and unstable; somewhat impossible to climb. To the west, down some
ways, a river bends through the hills. The hills continue to the south, and a
wide path extends to the north.
[ obvious exits: N S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Among the Desolate Hills
Some quality of the soil, perhaps the number of rocks in it, or the way in
which the sun brutally scorches the ground between dawn and dusk, has kept
any plant life from thriving here. In fact, there is no sign that any life
has really survived here long; no dried weeds or fresh tracks remain long
as a constant wind sweeps the ground. A narrow trail winds down into a
valley on the plains.
[ obvious exits: N E S W D ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

The Rising Slope
A sudden upward slope in the shape of the land clearly breaks the rough terrain
to the north from the grassy plains towards the south. The soil is dark and
hard, little more than solid clay in places, where the fertile topsoil has been
swept up by the wind and blown away. Here are the first low hills and valleys
that mark the Black Hills, a desolate land that reaches off to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A rust-colored bobcat crouches low, ready to pounce.

* S HP:Wounded MV:Winded >
Masaj narrates 'south'

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

The Smooth Terrain
A row of low trees has been planted to the south, perhaps to keep the constant
winds that roll from the Black Hills to the north from eating away at the soil.
Indeed, it seems that the grasses have retreated from the dry winds, seeking
shelter beneath the trees; an occasional gust may gather some dust and pebbles
and continue to smooth the ground with them.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Near the Hills
Slow, cool breezes drift from the north across the gently rising slope here,
sometimes stirring the maize to the south into a gently turbulent dance. Some
low trees are growing to the southeast, sometimes rustling along with the
flowing grasses that protect the ground from the drying winds.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

A Hill of Flowers
The soil here is quite soft, giving way to any pressure, and totally free of
rocks and sand that would keep plants from thriving here. As a result, a wide
field of multicolored flowers and flowering grasses have sprouted, catching
the morning light in drops of dew, sending spectacular glints of color across
the area. A garden has been planted to the south, and gentle hills rise in the
other directions.
[ obvious exits: N E S W ]
A green-leafed herb grows here.
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >

Masaj leaves west.
You follow Masaj.

Grassy Fields
A few low shrubs are scattered around to the south which seem to float on
the shifting sea of grass that grows darker and healthier in that direction.
It seems that the grasses begin to thin and whither as they spread off to
the north; either there is some source of water to the south, or some quality
that prohibits growth to the north, or both.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Jaimie - Grassy Fields
Masaj - Grassy Fields

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Rising Plains
Low grasses blanket the ground here, a rich green bed of soft plants that
are dotted in places with tiny, white flowers. A cool wind flows over the
blades of grass at times, making them shimmer between shades of green, as a
quiet rustling of leaves and gurgling of water comes from the southeast. A
wall of bushes with thorns that are a hand long can be seen to the north.
[ obvious exits: E S ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Rolling Plains
The land undulates up and down creating dips and rises out into the distance.
To the east you can just see a small copse of trees. To the west the plains
the plains seem to flatten out. A chill breeze blows off the hills to the
north sending a shiver up your spine.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Wide Plain
Nothing but grass grows on this plain and no hill or other change in height
disturbs the scenery. A small path is visible to the south, the plains continue
to the west and blackened forest is visible to the north.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
Players in your Zone
--------------------
Jaimie - Wide Plain
Masaj - Wide Plain
You catch a smell of horses nearby.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

Wide Plain
The plains at this point are covered in lush grass, with trees growing at more
frequent intervals. A small stand of trees is visible to the west, plains are
in the east and south, and a light forest grows to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

A Ring of Beeches
Thin beeches grow in a circular pattern here, surrounding a small clearing
that is clear of any obstruction but grass. This bowl shaped basin looks
like a fine resting place for weary travellers. Plains continue to the north
and east of here.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A badger is rummaging about, looking for stuff to eat.
A cute brown deer eyes you nervously.

* S HP:Wounded MV:Winded >

Masaj leaves east.
You follow Masaj.

Wide Plain
The plains at this point are covered in lush grass, with trees growing at more
frequent intervals. A small stand of trees is visible to the west, plains are
in the east and south, and a light forest grows to the north.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Weary >
You narrate 'sm'

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary >
They aren't here.


* S HP:Wounded MV:Weary > Masaj leaves east.
You follow Masaj.

Wide Plain
Nothing but grass grows on this plain and no hill or other change in height
disturbs the scenery. A small path is visible to the south, the plains continue
to the west and blackened forest is visible to the north.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Wounded MV:Weary > Masaj leaves north.
You follow Masaj.

Rolling Plains
The land undulates up and down creating dips and rises out into the distance.
To the east you can just see a small copse of trees. To the west the plains
the plains seem to flatten out. A chill breeze blows off the hills to the
north sending a shiver up your spine.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Wounded MV:Winded > Masaj leaves east.
You follow Masaj.

Clear Spring
[ obvious exits: N E W ]
A bubbling spring is here, clear water offering a perfect reflection.
Masaj the Darkling Master is standing here.
*Elvira* is standing here, riding a gray palfrey.
A large swarm of mosquitoes is buzzing around your head.
You try to pierce *Elvira*, but she parries successfully.

* S HP:Wounded MV:Winded - Elvira: Scratched >
Masaj leaves east.

* S HP:Wounded MV:Winded - Elvira: Scratched >
Masaj has arrived from the east.

* S HP:Wounded MV:Winded - Elvira: Scratched >
Masaj tries to slash *Elvira*, but she parries successfully.

* S HP:Wounded MV:Winded - Elvira: Scratched >


You narrate 'she cara ish'

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You try to pierce *Elvira*, but she
dodges the attack.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Scratched > You try to pierce *Elvira*, but she
parries successfully.
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Scratched > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Scratched > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
Masaj sends *Elvira* sprawling with
a powerful bash!
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Scratched >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Scratched > Masaj slashes *Elvira*'s body into
bloody fragments!
You pierce *Elvira*'s body extremely hard.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded >
Masaj looks at *Elvira*.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded >
Mood changed to: Brave

* S HP:Wounded MV:Winded - Elvira: Wounded > You pierce *Elvira*'s body extremely
hard.
Arglebargle, glop-glyf!?!

* S HP:Wounded MV:Winded - Elvira: Wounded >

You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Wounded > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Wounded >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Wounded >
You do the best you can!
Radium narrates 'im tv junc'

* S HP:Wounded MV:Winded - Elvira: Wounded >
Masaj slashes *Elvira*'s right leg
into bloody fragments!
*Elvira* panics, and attempts to flee!
You pierce *Elvira*'s body extremely hard.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!
*Elvira* leaves north riding a gray palfrey.

* S HP:Wounded MV:Winded >
They aren't here.
*Elvira* has arrived from the north, riding a gray palfrey.

* S HP:Wounded MV:Winded >
You try to pierce *Elvira*, but she parries
successfully.


* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered > Masaj leaves north.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You try to pierce *Elvira*, but she
deflects the blow.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj has arrived from the north.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj tries to slash *Elvira*, but
she parries successfully.
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
*Elvira* tries to strike you, but
you deflect the blow.
You try to pierce *Elvira*, but she deflects the blow.
You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Wounded MV:Winded - Elvira: Battered >

You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!
*Elvira* leaves north riding a gray palfrey.

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

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

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

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

* S HP:Wounded MV:Winded >
Masaj leaves north.
You follow Masaj.

Grassy Fields
A few low shrubs are scattered around to the south which seem to float on
the shifting sea of grass that grows darker and healthier in that direction.
It seems that the grasses begin to thin and whither as they spread off to
the north; either there is some source of water to the south, or some quality
that prohibits growth to the north, or both.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
*Elvira* is standing here, riding a gray palfrey.
You try to pierce *Elvira*, but she parries successfully.


* S HP:Wounded MV:Winded - Elvira: Battered > Masaj tries to slash *Elvira*, but
she parries successfully.
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered > You swiftly dodge *Elvira*'s attempt
to strike you.
You try to pierce *Elvira*, but she dodges the attack.
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!
*Elvira* panics, and attempts to flee!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!
*Elvira* leaves west riding a gray palfrey.


She runs WB

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:09 pm

Magnificent Square
[ obvious exits: N E S W U ]
North: A town watchman is here, patrolling the city.
South: A ratter is here, hunting shadoweyes.
West: A town watchman is here, patrolling the city.
Up: A town watchman is here, patrolling the city.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Masaj the Darkling Master is standing here.
*Elvira* is standing here, riding a gray palfrey.
A worker busily earns a day's pay.
A town watchman is here, patrolling the city.
The Whitebridge town crier stands here, spreading the news.
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Wounded MV:Winded - Elvira: Battered >
A worker tries to hit Masaj, but
he parries successfully.
The Watchman joins Elvira's fight!
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
*Elvira* panics, and attempts to flee!

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj panics, and attempts to flee!
*Elvira* leaves west riding a gray palfrey.

* S HP:Wounded MV:Winded >
The Watchman barely slashes Masaj's body.
A worker tries to hit Masaj, but he parries successfully.
Masaj leaves south.

* S HP:Wounded MV:Winded >

Ok.


* S HP:Wounded MV:Winded > Stone Street Under the White Bridge
The paving stones of the street appear to become more even the further one
travels from the docks. Immediately to the east lies the central square of
the city, at the foot of the White Bridge. Shops line the street on either
side, whose signs proclaim expertise in the area of haberdashery, jewelry,
footwear and the like.The shops are all of a single story, and seem to
hunch under the gleaming mass of the White Bridge overhead.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: A worker busily earns a day's pay.
South: A town watchman is here, patrolling the city.
West: A young blacksmith is here, looking for work.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Elvira* is standing here, riding a gray palfrey.
A town watchman is here, patrolling the city.
A worker busily earns a day's pay.

* S HP:Wounded MV:Winded > You try to pierce *Elvira*, but she parries
successfully.

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj has arrived from the east.

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj tries to slash *Elvira*, but she parries successfully.

* S HP:Wounded MV:Winded - Elvira: Battered >
Radium narrates 'smell tv road now'
*Elvira* panics, and attempts to flee!

* S HP:Wounded MV:Winded - Elvira: Battered >
You try to pierce *Elvira*, but she
deflects the blow.
The Watchman joins Elvira's fight!
You swiftly dodge a worker's attempt to hit you.
The Watchman has arrived from the east.
You narrate '1w'

* S HP:Wounded MV:Winded - Elvira: Battered >
*Elvira* leaves east riding a gray palfrey.


* S HP:Wounded MV:Winded - a worker: Scratched >
You pierce a worker's body very hard.


* S HP:Wounded MV:Winded - a worker: Wounded > They aren't here.
*Elvira* has arrived from the east, riding a gray palfrey.

* S HP:Wounded MV:Winded - a worker: Wounded > You do the best you can!
*Elvira* leaves west riding a gray palfrey.

* S HP:Wounded MV:Winded - a worker: Wounded >

The Watchman has arrived from the
east.
Mood changed to: Wimpy

* S HP:Wounded MV:Winded - a worker: Wounded >
You panic and attempt to flee!


You flee head over heels.
Tailor
The small tailor's shop of Whitebridge doesn't look overburdened by
success, and the worn array of clothing in the front window is typical of
the tailor's items. A few cloaks that have seen better days hang on hooks
in the back. The most popular item appears to be oiled coats of the type
that shipbound sailors might wear. Though most of the clothing is not of
the highest quality, the stitching and mending work appears to be well done
and sturdy. A small sign in the back displays the store's hours.
[ obvious exits: S ]
South: A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A skilled craftswoman contemplates her next commission.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A tailor mends some clothing.
They aren't here.

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

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

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

* S HP:Wounded MV:Winded >


Stone Street Under the White Bridge
The paving stones of the street appear to become more even the further one
travels from the docks. Immediately to the east lies the central square of
the city, at the foot of the White Bridge. Shops line the street on either
side, whose signs proclaim expertise in the area of haberdashery, jewelry,
footwear and the like.The shops are all of a single story, and seem to
hunch under the gleaming mass of the White Bridge overhead.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: A worker busily earns a day's pay.
South: A town watchman is here, patrolling the city.
West: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A worker busily earns a day's pay.

* S HP:Wounded MV:Winded > Stone Street Under the White Bridge
The central thoroughfare of Whitebridge, the stone street runs east and
west, accommodating carts, wagons, and coaches traveling to and from the
docks. The warehouses of the waterfront district begin to give way to
shops, houses, and not a few seedy taverns. The taverns clearly tailor to
the common sailor, and their gaudy signs have often seen better days. The
shadow of the White Bridge dwarfs the whole of the stone steet, and the
foot of the bridge is only a few blocks away to the east.
[ obvious exits: E W ]
East: A town watchman is here, patrolling the city.
West: A worker busily earns a day's pay.
A small chimney puffs smoke from the roof of a brush wagon.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Masaj the Darkling Master is standing here.
A young blacksmith is here, looking for work.


* S HP:Wounded MV:Winded > The Watchman has arrived from the east.
Stone Street by the Docks
A stone street begins among the warehouses of the port district. To the
east along the stone street lie shops and houses, while the pier leading to
the docks begins to the west. Wharf Road runs north and south along the
river bank. The street lies directly under the enormous White Bridge, from
which the city earned its name. Several blocks to the east, the foot of the
White Bridge is visible where it touches down in the city square.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: The Watchman is here, fighting Masaj.
South: A man meanders here, quietly speaking to himself.
West: Miloh lounges alongside the road, scratching his beard.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.
A city lamplighter stands nearby, attending his duties.

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

* S HP:Wounded MV:Winded >
You swiftly dodge a worker's attempt to hit you.
A city lamplighter joins a worker's fight!
Masaj narrates 'w flee'

* S HP:Wounded MV:Winded - a worker: Healthy >
Masaj has arrived from the east.

* S HP:Wounded MV:Winded - a worker: Healthy >
Masaj leaves west.

* S HP:Wounded MV:Winded - a worker: Healthy >

A city lamplighter tries to hit you, but you dodge the attack.
You pierce a worker's right arm very hard.
A worker tries to hit you, but you dodge the attack.
The Watchman has arrived from the north.

* S HP:Wounded MV:Winded - a worker: Hurt > Arglebargle, glop-glyf!?!
Radium narrates 'fermin'

* S HP:Wounded MV:Winded - a worker: Hurt >

You panic and attempt to flee!



The Watchman has arrived from the south.


You flee head over heels.
Wharf Road
Wharf road runs north and south along the east bank of the River Arinelle.
River trade being essential to the livelihood of Whitebridge, the docks of
the city, to the south and west, are well-maintained and often quite busy.
The road is also host to a wide array of warehouses that have been erected
to the east, beginning what is a prime real estate district for traders,
due to its proximity to the docks. The beautiful span of the White Bridge
looms to the south, arching majetstically over the river to the west.
[ obvious exits: N S ]
South: A town watchman is here, patrolling the city.
*Elvira* is standing here, riding a gray palfrey.
A town watchman is here, patrolling the city.
Alas, you cannot go that way...
*Elvira* tries to strike you, but you deflect the blow.

* S HP:Wounded MV:Winded - Elvira: Battered > No way! You're fighting for your
life!

* S HP:Wounded MV:Winded - Elvira: Battered > Players in your Zone
--------------------
Masaj - Stone Street by the Docks
Jaimie - Wharf Road
You catch a smell of horses nearby.

* S HP:Wounded MV:Winded - Elvira: Battered >
You try to pierce *Elvira*, but she parries successfully.
The Watchman joins Elvira's fight!
*Elvira* tries to strike you, but you parry successfully.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
Masaj has arrived from the south.

* S HP:Wounded MV:Winded - Elvira: Battered >

Masaj leaves north.

* S HP:Wounded MV:Winded - Elvira: Battered > You narrate 'on'

* S HP:Wounded MV:Winded - Elvira: Battered >
You narrate '1n'

* S HP:Wounded MV:Winded - Elvira: Battered >
The Watchman has arrived from the south.

* S HP:Wounded MV:Winded - Elvira: Battered >
*Elvira* swiftly dodges your attempt to pierce her.
You panic and attempt to flee!



*Elvira* panics, and attempts to flee!


Masaj has arrived from the north.



The Watchman tries to slash you, but you dodge the attack.
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman tries to slash you, but you parry successfully.
Masaj tries to slash *Elvira*, but she deflects the blow.


You flee head over heels.
Stone Street by the Docks
A stone street begins among the warehouses of the port district. To the
east along the stone street lie shops and houses, while the pier leading to
the docks begins to the west. Wharf Road runs north and south along the
river bank. The street lies directly under the enormous White Bridge, from
which the city earned its name. Several blocks to the east, the foot of the
White Bridge is visible where it touches down in the city square.
[ obvious exits: N E S W ]
North: Masaj the Darkling Master is here, fighting Elvira.
East: A town watchman is here, patrolling the city.
South: A town watchman is here, patrolling the city.
West: Miloh lounges alongside the road, scratching his beard.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A worker busily earns a day's pay.
A city lamplighter stands nearby, attending his duties.
They aren't here.

* S HP:Wounded MV:Winded > Mood changed to: Brave

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

* S HP:Wounded MV:Winded >

They aren't here.

* S HP:Wounded MV:Winded >
The Watchman has arrived from the north.
The Watchman has arrived from the south.
The Watchman has arrived from the north.
The Watchman leaves north.
The Watchman has arrived from the east.
The Watchman has arrived from the east.
The Watchman has arrived from the east.
The Watchman has arrived from the east.
Wharf Road
Wharf road runs north and south along the east bank of the River Arinelle.
River trade being essential to the livelihood of Whitebridge, the docks of
the city, to the south and west, are well-maintained and often quite busy.
The road is also host to a wide array of warehouses that have been erected
to the east, beginning what is a prime real estate district for traders,
due to its proximity to the docks. The beautiful span of the White Bridge
looms to the south, arching majetstically over the river to the west.
[ obvious exits: N S ]
South: A town watchman is here, patrolling the city.
The Watchman is here, fighting Masaj.
*Elvira* is standing here, riding a gray palfrey.
Masaj the Darkling Master is here, fighting the Watchman.
The Watchman is here, fighting Masaj.
The Watchman is here, fighting Masaj.

* S HP:Wounded MV:Winded >
You try to pierce *Elvira*, but she deflects the blow.


* S HP:Wounded MV:Winded - Elvira: Battered > No way! You're fighting for your
life!

* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You try to pierce *Elvira*, but she parries successfully.

* S HP:Wounded MV:Winded - Elvira: Battered >

*Elvira* tries to strike you, but
you deflect the blow.
You try to pierce *Elvira*, but she parries successfully.
The Watchman barely slashes Masaj's body.
The Watchman tickles Masaj's body with his slash.
The Watchman barely slashes Masaj's left leg.
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > Masaj panics, and attempts to
flee!
You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >

The Watchman has arrived from the south.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
The Watchman has arrived from the south.
Masaj leaves north.

* S HP:Wounded MV:Winded - Elvira: Battered >
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj has arrived from the north.
Mood changed to: Wimpy

* S HP:Wounded MV:Winded - Elvira: Battered >

Masaj tries to slash *Elvira*, but she deflects the blow.

* S HP:Wounded MV:Winded - Elvira: Battered >
Masaj tries to slash *Elvira*, but she parries successfully.
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman tries to slash you, but you deflect the blow.
The Watchman slashes your body very hard.
The Watchman tries to slash you, but you parry successfully.
You swiftly dodge the Watchman's attempt to slash you.
You try to pierce *Elvira*, but she parries successfully.
You try to pierce *Elvira*, but she deflects the blow.
You panic and attempt to flee!




You flee head over heels.
Wharf Road
Smells of mud and river permeate the area, where the Arinelle river flows
from the north, along the western border of the road. A large shoulder of
granite borders the river just to the north. Wharf road borders the river
on the western side, while the eastern side contains the city's warehouse
district. Numerous large warehouses line the road along the eastern edge of
the street, most clearly marked as the property of one merchant or another.
Wharf road continues south towards the Whitebridge docks, while further
east, Wharf road begins to turn north, towards the city wall.
[ obvious exits: E S ]
East: A little boy plays here.
South: Masaj the Darkling Master is here, fighting Elvira.
They aren't here.

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

* S HP:Wounded MV:Weary > They aren't here.

* S HP:Wounded MV:Weary >

Mood changed to: Brave

* S HP:Wounded MV:Weary > Wharf Road
Wharf road runs north and south along the east bank of the River Arinelle.
River trade being essential to the livelihood of Whitebridge, the docks of
the city, to the south and west, are well-maintained and often quite busy.
The road is also host to a wide array of warehouses that have been erected
to the east, beginning what is a prime real estate district for traders,
due to its proximity to the docks. The beautiful span of the White Bridge
looms to the south, arching majetstically over the river to the west.
[ obvious exits: N S ]
South: A town watchman is here, patrolling the city.
Masaj the Darkling Master is here, fighting Elvira.
The Watchman is here, fighting Masaj.
A town watchman is here, patrolling the city.
The Watchman is here, fighting Masaj.
A town watchman is here, patrolling the city.
The Watchman is here, fighting Masaj.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
The Watchman is here, fighting Masaj.
*Elvira* is here, fighting Masaj, riding a gray palfrey.
The Watchman is here, fighting Masaj.
A town watchman is here, patrolling the city.

* S HP:Wounded MV:Weary >
*Elvira* barely strikes Masaj's body.
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman joins the Watchman's fight!
The Watchman barely slashes Masaj's right leg.
The Watchman barely slashes Masaj's right leg.
The Watchman tickles Masaj's head with his slash.
The Watchman barely slashes Masaj's body.
The Watchman barely slashes Masaj's head.
The Watchman has arrived from the south.
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Wounded MV:Weary - Masaj: Hurt - Elvira: Battered >
Masaj sends *Elvira*
sprawling with a powerful bash!
*Elvira* panics, and attempts to flee!
You do the best you can!


* S HP:Wounded MV:Weary - Masaj: Hurt - Elvira: Battered > You pierce *Elvira*'s
right arm very hard.
You do the best you can!

* S HP:Wounded MV:Weary - Masaj: Hurt - Elvira: Battered > You do the best you
can!

* S HP:Wounded MV:Weary - Masaj: Hurt - Elvira: Battered >
You pierce *Elvira*'s body very hard.
The Watchman tries to slash you, but you dodge the attack.
The Watchman tries to slash you, but you parry successfully.
The Watchman tries to slash you, but you parry successfully.
The Watchman tries to slash you, but you deflect the blow.
The Watchman tries to slash you, but you deflect the blow.
The Watchman tries to slash you, but you dodge the attack.
The Watchman tickles Masaj's right leg with his slash.
The Watchman slashes Masaj's left arm.
The Watchman tickles Masaj's right hand with his slash.
The Watchman tickles Masaj's body with his slash.
The Watchman slashes Masaj's left leg.
Masaj slashes *Elvira*'s body into bloody fragments!


* S HP:Wounded MV:Weary - Masaj: Hurt - Elvira: Critical >
*Elvira* leaves north riding a gray palfrey.
*Elvira* has arrived from the north, riding a gray palfrey.

* S HP:Wounded MV:Weary - the Watchman: Healthy >
[remove throwing]
You stop using a sharp, red stone dagger.
*Elvira* leaves south riding a gray palfrey.

* S HP:Wounded MV:Weary - the Watchman: Healthy > You try to quietly draw a
throwing knife from a silver Kandori wristcuff.

* S HP:Wounded MV:Weary - the Watchman: Healthy >
You barely pierce the Watchman's body.

* S HP:Wounded MV:Weary - the Watchman: Healthy >
Thank you too.

* S HP:Wounded MV:Weary - the Watchman: Healthy >

Mood changed to: Wimpy

* S HP:Wounded MV:Weary - the Watchman: Healthy > Masaj panics, and attempts to flee!
You panic and attempt to flee!




The Watchman tries to slash you, but you parry successfully.
The Watchman slashes your body.
The Watchman slashes your right arm into bloody fragments!
The Watchman tries to slash you, but you parry successfully.
The Watchman tries to slash you, but you parry successfully.
The Watchman slashes your left leg extremely hard.
The Watchman tickles Masaj's body with his slash.
The Watchman barely slashes Masaj's body.
The Watchman barely slashes Masaj's left leg.
The Watchman slashes Masaj's body.
The Watchman tickles Masaj's body with his slash.




Masaj leaves north.



Masaj has arrived from the north.

Masaj leaves south.
You flee head over heels.
Stone Street by the Docks
A stone street begins among the warehouses of the port district. To the
east along the stone street lie shops and houses, while the pier leading to
the docks begins to the west. Wharf Road runs north and south along the
river bank. The street lies directly under the enormous White Bridge, from
which the city earned its name. Several blocks to the east, the foot of the
White Bridge is visible where it touches down in the city square.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: A young blacksmith is here, looking for work.
South: A man meanders here, quietly speaking to himself.
West: Miloh lounges alongside the road, scratching his beard.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Masaj the Darkling Master is standing here.
A worker busily earns a day's pay.
A city lamplighter stands nearby, attending his duties.
Stone Street Under the White Bridge
The central thoroughfare of Whitebridge, the stone street runs east and
west, accommodating carts, wagons, and coaches traveling to and from the
docks. The warehouses of the waterfront district begin to give way to
shops, houses, and not a few seedy taverns. The taverns clearly tailor to
the common sailor, and their gaudy signs have often seen better days. The
shadow of the White Bridge dwarfs the whole of the stone steet, and the
foot of the bridge is only a few blocks away to the east.
[ obvious exits: E W ]
East: A worker busily earns a day's pay.
West: Masaj the Darkling Master is standing here.
A small chimney puffs smoke from the roof of a brush wagon.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A young blacksmith is here, looking for work.

* S HP:Battered MV:Weary > Stone Street Under the White Bridge
The paving stones of the street appear to become more even the further one
travels from the docks. Immediately to the east lies the central square of
the city, at the foot of the White Bridge. Shops line the street on either
side, whose signs proclaim expertise in the area of haberdashery, jewelry,
footwear and the like.The shops are all of a single story, and seem to
hunch under the gleaming mass of the White Bridge overhead.
[ obvious exits: N E S W ]
North: A skilled craftswoman contemplates her next commission.
East: A worker busily earns a day's pay.
South: A town watchman is here, patrolling the city.
West: A young blacksmith is here, looking for work.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > Masaj narrates 'ffs'
You sheath a throwing knife into a camouflaged hood.


* S HP:Battered MV:Weary > [wield throwing]
You wield a sharp, red stone dagger.

* S HP:Battered MV:Weary >
Magnificent Square
The broad, milk-white arch that gives the town its name dominates
Whitebridge as much close up as it does from afar. The eastern foot of the
White Bridge settles down right in the middle of a large town square, and
extends up and off to the west. The square is paved with even flagstones,
worn down by generations of feet and wagon wheels. Shops and inns dot the
square and the surrounding streets, which lead off in every direction. A
large banner has been attached to a staff, depicting a map of Whitebridge.
[ obvious exits: N E S W U ]
North: A worker busily earns a day's pay.
South: A ratter is here, hunting shadoweyes.
West: A worker busily earns a day's pay.
Up: A town watchman is here, patrolling the city.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.
The Whitebridge town crier stands here, spreading the news.


* S HP:Battered MV:Weary > Stone Street
A wide stone street runs through the town of Whitebridge from east to west.
Immediately to the west, the street opens up into a broad square, into
which the foot of the great White Bridge descends to the cobblestones. The
stone street is bordered on both sides by shops and taverns, most appearing
to cater to well-to-do merchants and travelers. A small gap between two
shops on the south side of the street marks the mouth of a small alley.
[ obvious exits: E S W ]
East: A sailor is here.
West: A worker busily earns a day's pay.
An oil lamp, set in a steel cage, hangs from a high wooden pole.


* S HP:Battered MV:Weary > Stone Street
Upscale inns and a few shops line the stone street of Whitebridge.
Well-painted signage and larger, better-maintained storefronts mark the
area as prime real estate for those catering to merchants and traveling
nobles. The further removed one is from the docks, it appears, the more
desirable and expensive the lodging and shopping becomes. A large inn with
an intricately painted sign lies to the south, while to the east, the gates
of Whitebridge are visible, set into the low wall surrounding the town.
[ obvious exits: E S W ]
South: Bartrim the innkeeper stands sullenly about.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.

* S HP:Battered MV:Weary > Inside the Gate
Two small watchtowers flank a gate in the short wall surrounding the town.
The gate does not appear often used, given the amount of rust on the hinges
and the few weeds which have sprung up at the base of the wooden doors. A
wide stone street begins at the gates, stretching off eastwards into the
town where the gleaming white mass of the White Bridge is visible above the
rooftops of the town. A perimeter road running north and south just within
the town walls intersects the stone boulevard a few spans from the gate.
[ obvious exits: N E S W ]
North: A sailor is here.
East: An elite Queen's Guard stands at his post.
South: An old woman smiles kindly.
West: A sailor is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.


* S HP:Battered MV:Weary >
Players in your Zone
--------------------
Radium - Caemlyn Road
Jaimie - Inside the Gate
Masaj - Bend Along the Wall
You catch a smell of horses nearby.


* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.


* S HP:Battered MV:Weary > They aren't here.


* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary >


You narrate 'she crit'

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary >
They aren't here.
Radium has arrived from the east.

* S HP:Battered MV:Weary >
They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary > They aren't here.

* S HP:Battered MV:Weary >
Radium closes the gate.

* S HP:Battered MV:Weary >

Inside the Gate
Two small watchtowers flank a gate in the short wall surrounding the town.
The gate does not appear often used, given the amount of rust on the hinges
and the few weeds which have sprung up at the base of the wooden doors. A
wide stone street begins at the gates, stretching off eastwards into the
town where the gleaming white mass of the White Bridge is visible above the
rooftops of the town. A perimeter road running north and south just within
the town walls intersects the stone boulevard a few spans from the gate.
[ obvious exits: N E S W ]
North: A sailor is here.
South: An old woman smiles kindly.
West: A sailor is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Radium is Toxic is standing here.

* S HP:Battered MV:Weary >
It's already closed!

* S HP:Battered MV:Weary >
Players in your Zone
--------------------
Masaj - Before a Well-Kept House
Radium - Inside the Gate
Jaimie - Inside the Gate
You catch a smell of horses nearby.

* S HP:Battered MV:Weary >

Eastbridge Avenue
The perimeter road of Whitebridge runs north and south, just inside the low
city wall to the east. To the north can be made out the eastern gate of the
city, while to the south the road continues, interrupted only by a small
alley wedged between buildings. Houses and upscale shops line the street
which is as far removed from the docks as one can get in the small town.
[ obvious exits: N S ]
North: Radium is Toxic is standing here.
South: A raven is here flying around.
An old woman smiles kindly.


* S HP:Battered MV:Weary >
Eastbridge Avenue
Private residences and tidy boarding houses line the streets and avenues of
southeast Whitebridge. Some of the larger domiciles number several stories,
and most of the upper stories support private balustraded balconies. The
mouth of an alley opens up between two buildings to the west, along the
sides of which a few small shops have opened their doors.
[ obvious exits: N S W ]
North: An old woman smiles kindly.
South: A sailor is here.
A raven is here flying around.

* S HP:Battered MV:Weary >
Eastbridge Avenue
Whitebridge's perimeter road takes a sharp turn at the southeast corner of
the city, where an aged wooden watchtower leans precariously out over the
walls of the city. The tower's disrepair matches that of the surrounding
battlements, which appear as though they would have difficulty keeping out
even a half-interested raccoon, let alone any human-sized enemies.
[ obvious exits: N W ]
North: A raven is here flying around.
West: Masaj the Darkling Master is here, fighting Elvira.
A sailor is here.
A town watchman is here, patrolling the city.
A sailor is here.
A town watchman is here, patrolling the city.

* S HP:Battered MV:Weary > Before a Well-Kept House
The cobbled streets of Whitebridge bend around the curve of the city walls,
the wide lane dusty and worn. To the north lies a large, well-presented
house, a bundle of herbs neatly bound with a blue and white checked ribbon
hanging in the window. The street continues to the east and west.
[ obvious exits: N E W ]
North: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
East: A sailor is here.
Masaj the Darkling Master is here, fighting Elvira.
*Elvira* is here, fighting Masaj, riding a gray palfrey.
A gray palfrey prances skittishly nearby.

* S HP:Battered MV:Weary > *Elvira* barely strikes Masaj's right leg.
Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the east the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
East: Masaj the Darkling Master is here, fighting Elvira.

* S HP:Battered MV:Weary >

Before a Well-Kept House
The cobbled streets of Whitebridge bend around the curve of the city walls,
the wide lane dusty and worn. To the north lies a large, well-presented
house, a bundle of herbs neatly bound with a blue and white checked ribbon
hanging in the window. The street continues to the east and west.
[ obvious exits: N E W ]
North: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
East: A sailor is here.
Masaj the Darkling Master is here, fighting Elvira.
*Elvira* is here, fighting Masaj, riding a gray palfrey.
A gray palfrey prances skittishly nearby.

* S HP:Battered MV:Weary > You try to pierce *Elvira*, but she parries
successfully.

* S HP:Battered MV:Weary - Masaj: Wounded - Elvira: Critical >

You do the best
you can!


* S HP:Battered MV:Weary - Masaj: Wounded - Elvira: Critical > You do the best
you can!


* S HP:Battered MV:Weary - Masaj: Wounded - Elvira: Critical >
You do the best
you can!

* S HP:Battered MV:Weary - Masaj: Wounded - Elvira: Critical >
You do the best
you can!

* S HP:Battered MV:Weary - Masaj: Wounded - Elvira: Critical >
You do the best
you can!
*Elvira* leaves east riding a gray palfrey.

* S HP:Battered MV:Weary >
They aren't here.
*Elvira* has arrived from the east.


* S HP:Battered MV:Weary > You try to pierce *Elvira*, but she parries
successfully.


* S HP:Battered MV:Weary - Elvira: Critical >
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical > Masaj narrates '1s wisdoms'
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical >
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical > Masaj tries to slash *Elvira*, but
she parries successfully.
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical > You do the best you can!


* S HP:Battered MV:Weary - Elvira: Critical >

You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Battered MV:Weary - Elvira: Critical >
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical >
You do the best you can!


* S HP:Battered MV:Weary - Elvira: Critical > You do the best you can!


* S HP:Battered MV:Weary - Elvira: Critical >
You do the best you can!

* S HP:Battered MV:Weary - Elvira: Critical >



*Elvira* swiftly dodges your attempt
to pierce her.
Your heartbeat calms down more as you feel less panicked.
You do the best you can!

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

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

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

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


* S HP:Wounded MV:Winded - Elvira: Beaten > You do the best you can!
*Elvira* leaves north.


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


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

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

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

* S HP:Wounded MV:Winded >
Masaj leaves north.
You follow Masaj.

A Quiet House
This is a neat and well arranged house set in the middle of the city. The
house is well furnished, and the room is centered on a large table. A
couch and several chairs surround the table. Bookshelves are stuffed
full with various tomes. The door lies to the south.
[ obvious exits: N S W ]
South: A gray palfrey prances skittishly nearby.
West: *Elvira* is standing here.
Masaj the Darkling Master is standing here.
Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
They aren't here.


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

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

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


* S HP:Wounded MV:Winded >
Masaj leaves west.
You follow Masaj.

A Peaceful Bedroom
This small room has a cozy, comforting feeling. Unadorned save for
avendesora leaves carved on the mantle and doorway, the room is warm and
clean. There is a small fire burning beneath a kettle in the fireplace at
all times. A shelf of neatly labeled jars, clean cloths and dishes stands
against the wall. Bolstered high with pillows, the bed is the focal point
of the room, with a high back and slightly slanted foot. Across from the
bed is a bank of windows to let light stream in, bathing everything in a
healthful glow. Several chairs are gathered around the fireplace.
[ obvious exits: E ]
East: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
Masaj the Darkling Master is standing here.
*Elvira* is standing here.
A wisdom stands here ready to help.
Meraneve Hellamen stands here, ready to assist with bringing a child into the
world.
You try to pierce *Elvira*, but she deflects the blow.

* S HP:Wounded MV:Winded - Elvira: Beaten > Masaj tries to slash *Elvira*, but she
parries successfully.
You do the best you can!


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

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

* S HP:Wounded MV:Winded - Elvira: Beaten > You try to pierce *Elvira*, but she
parries successfully.
You do the best you can!


* S HP:Wounded MV:Winded - Elvira: Beaten > You do the best you can!
*Elvira* panics, and attempts to flee!

* S HP:Wounded MV:Winded - Elvira: Beaten > [remove throwing]
You stop using a sharp, red stone dagger.


* S HP:Wounded MV:Winded - Elvira: Beaten > You try to quietly draw a throwing
knife from a camouflaged hood.

* S HP:Wounded MV:Winded - Elvira: Beaten > You throw a throwing knife at *Elvira*.

* S HP:Wounded MV:Winded - Elvira: Beaten >
*Elvira* leaves east.

* S HP:Wounded MV:Winded >
A throwing knife arcs through the air.


* S HP:Wounded MV:Winded >

A throwing knife falls to the ground after being thrown.

* S HP:Wounded MV:Winded >
The Starling arrives at the docks.

Masaj leaves east.
You follow Masaj.

A Quiet House
This is a neat and well arranged house set in the middle of the city. The
house is well furnished, and the room is centered on a large table. A
couch and several chairs surround the table. Bookshelves are stuffed
full with various tomes. The door lies to the south.
[ obvious exits: N S W ]
South: A gray palfrey prances skittishly nearby.
West: A wisdom stands here ready to help.
Masaj the Darkling Master is standing here.
Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Wounded MV:Winded >
Masaj leaves south.
You follow Masaj.

Before a Well-Kept House
The cobbled streets of Whitebridge bend around the curve of the city walls,
the wide lane dusty and worn. To the north lies a large, well-presented
house, a bundle of herbs neatly bound with a blue and white checked ribbon
hanging in the window. The street continues to the east and west.
[ obvious exits: N E W ]
North: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
East: Radium is Toxic is standing here.
Masaj the Darkling Master is standing here.
A gray palfrey prances skittishly nearby.
There doesn't seem to be anything here.

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

* S HP:Wounded MV:Winded > Eastbridge Avenue
Whitebridge's perimeter road takes a sharp turn at the southeast corner of
the city, where an aged wooden watchtower leans precariously out over the
walls of the city. The tower's disrepair matches that of the surrounding
battlements, which appear as though they would have difficulty keeping out
even a half-interested raccoon, let alone any human-sized enemies.
[ obvious exits: N W ]
North: A raven is here flying around.
West: Masaj the Darkling Master is standing here.
Radium is Toxic is standing here.
A gray palfrey prances skittishly nearby.
A sailor is here.
A town watchman is here, patrolling the city.
A sailor is here.
A town watchman is here, patrolling the city.

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

* S HP:Wounded MV:Winded >

Eastbridge Avenue
Private residences and tidy boarding houses line the streets and avenues of
southeast Whitebridge. Some of the larger domiciles number several stories,
and most of the upper stories support private balustraded balconies. The
mouth of an alley opens up between two buildings to the west, along the
sides of which a few small shops have opened their doors.
[ obvious exits: N S W ]
North: An old woman smiles kindly.
South: A gray palfrey prances skittishly nearby.
A raven is here flying around.


* S HP:Wounded MV:Winded > Eastbridge Avenue
The perimeter road of Whitebridge runs north and south, just inside the low
city wall to the east. To the north can be made out the eastern gate of the
city, while to the south the road continues, interrupted only by a small
alley wedged between buildings. Houses and upscale shops line the street
which is as far removed from the docks as one can get in the small town.
[ obvious exits: N S ]
South: A raven is here flying around.
An old woman smiles kindly.


* S HP:Wounded MV:Winded > An old woman panics, and attempts to flee!
An old woman leaves south.
Inside the Gate
Two small watchtowers flank a gate in the short wall surrounding the town.
The gate does not appear often used, given the amount of rust on the hinges
and the few weeds which have sprung up at the base of the wooden doors. A
wide stone street begins at the gates, stretching off eastwards into the
town where the gleaming white mass of the White Bridge is visible above the
rooftops of the town. A perimeter road running north and south just within
the town walls intersects the stone boulevard a few spans from the gate.
[ obvious exits: N E S W ]
North: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is
here.
East: An elite Queen's Guard stands at his post.
West: A sailor is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Weary > They aren't here.

* S HP:Wounded MV:Weary >
Players in your Zone
--------------------
Jaimie - Inside the Gate
Radium - Before a Well-Kept House
Masaj - Before a Well-Kept House


* S HP:Wounded MV:Weary >
They aren't here.

* S HP:Wounded MV:Weary > The gate is open.

* S HP:Wounded MV:Weary >
You narrate 'not out e'

* S HP:Wounded MV:Weary >
Masaj has arrived from the south.

* S HP:Wounded MV:Weary >
Masaj leaves north.
You follow Masaj.

Eastbridge Avenue
Small shops and offices line the western side of an avenue which runs
within the city walls. The eastern side of the street is defined by the
Whitebridge town wall, which is low, and made predominantly of wood with a
few stone pilings here and there. To the south, a break in the wall allows
traffic into and out of the city. Among the shops to the west is a large
building, clearly marked as the stationhouse of the Whitebridge Town Watch.
[ obvious exits: N S W ]
West: A town watchman is here, patrolling the city.
Masaj the Darkling Master is standing here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor.
A sailor is here.

* S HP:Wounded MV:Weary >
Masaj narrates 'just'
You narrate 'e open'

* S HP:Wounded MV:Weary >
Masaj leaves north.
You follow Masaj.

Eastbridge Avenue
A small stone street runs north and south, just inside the outer wall of
Whitebridge. The wall is not the sturdiest of projections, and has fallen
into disrepair in several places. The timbers of a nearby section have
collapsed to the point where a tall individual could simply step over the
lowest part of the wall, and into the city. The road continues to the
south, and turns westwards, following the curve of the hapless wall.
[ obvious exits: N S ]
North: A little boy plays here.
South: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is
here.
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Weary >
You narrate 'maybe out'

* S HP:Wounded MV:Weary >
Masaj narrates 'firetrucking melee'

* S HP:Wounded MV:Weary >
Masaj leaves south.
You follow Masaj.

Eastbridge Avenue
Small shops and offices line the western side of an avenue which runs
within the city walls. The eastern side of the street is defined by the
Whitebridge town wall, which is low, and made predominantly of wood with a
few stone pilings here and there. To the south, a break in the wall allows
traffic into and out of the city. Among the shops to the west is a large
building, clearly marked as the stationhouse of the Whitebridge Town Watch.
[ obvious exits: N S W ]
West: A town watchman is here, patrolling the city.
Masaj the Darkling Master is standing here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor.
A sailor is here.

* S HP:Wounded MV:Weary >

*Fermin* swiftly dodges your attempt to pierce him.

* S HP:Wounded MV:Weary - Fermin: Healthy >
You do the best you can!

* S HP:Wounded MV:Weary - Fermin: Healthy >
You do the best you can!

* S HP:Wounded MV:Weary - Fermin: Healthy > You do the best you can!

* S HP:Wounded MV:Weary - Fermin: Healthy >

*Fermin* tries to pierce you, but you
parry successfully.
A determined Queen's Guard soldier joins Fermin's fight!
A determined Queen's Guard soldier joins a determined Queen's Guard soldier's
fight!
A determined Queen's Guard soldier joins a determined Queen's Guard soldier's
fight!
A determined Queen's Guard soldier joins a determined Queen's Guard soldier's
fight!
Captain Martyn Tallanvor joins a determined Queen's Guard soldier's fight!
A sailor joins Fermin's fight!
You try to pierce *Fermin*, but he deflects the blow.
Mood changed to: Wimpy

* S HP:Wounded MV:Weary - Fermin: Healthy > You panic and attempt to flee!


*Fermin* tries to pierce you, but you parry successfully.
Masaj leaves south.






You flee head over heels.
Eastbridge Avenue
A small stone street runs north and south, just inside the outer wall of
Whitebridge. The wall is not the sturdiest of projections, and has fallen
into disrepair in several places. The timbers of a nearby section have
collapsed to the point where a tall individual could simply step over the
lowest part of the wall, and into the city. The road continues to the
south, and turns westwards, following the curve of the hapless wall.
[ obvious exits: N S ]
North: A little boy plays here.
South: Radium is Toxic is standing here.
Alas, you cannot go that way...


* S HP:Wounded MV:Weary > Eastbridge Avenue
Small shops and offices line the western side of an avenue which runs
within the city walls. The eastern side of the street is defined by the
Whitebridge town wall, which is low, and made predominantly of wood with a
few stone pilings here and there. To the south, a break in the wall allows
traffic into and out of the city. Among the shops to the west is a large
building, clearly marked as the stationhouse of the Whitebridge Town Watch.
[ obvious exits: N S W ]
West: A town watchman is here, patrolling the city.
Radium is Toxic is here, fighting a sailor.
*Fermin* is standing here.
A determined Queen's Guard soldier is here, fighting Radium.
A determined Queen's Guard soldier is here, fighting Radium.
A determined Queen's Guard soldier is here, fighting Radium.
A determined Queen's Guard soldier is here, fighting Radium.
Captain Martyn Tallanvor is here, fighting Radium.
A sailor is here, fighting Radium.
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Wounded MV:Weary - Fermin: Healthy > No way! You're fighting for your
life!

* S HP:Wounded MV:Weary - Fermin: Healthy > No way! You're fighting for your
life!

* S HP:Wounded MV:Weary - Fermin: Healthy >
No way! You're fighting for your
life!

* S HP:Wounded MV:Weary - Fermin: Healthy >
You try to pierce *Fermin*, but he
dodges the attack.
*Fermin* tries to pierce you, but you parry successfully.
Captain Martyn Tallanvor slashes Radium's body.
A determined Queen's Guard soldier tickles Radium's body with his slash.
A determined Queen's Guard soldier barely slashes Radium's body.
A determined Queen's Guard soldier barely slashes Radium's head.
A determined Queen's Guard soldier slashes Radium's body.
Radium pierces a sailor's left hand very hard.
A sailor tries to hit Radium, but he dodges the attack.
No way! You're fighting for your life!

* S HP:Wounded MV:Weary - Fermin: Healthy >

You panic and attempt to flee!
Radium panics, and attempts to flee!




Radium leaves north.



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


A sailor leaves north.
Captain Martyn Tallanvor leaves north.
A determined Queen's Guard soldier leaves north.
A determined Queen's Guard soldier leaves north.
A determined Queen's Guard soldier leaves north.
A determined Queen's Guard soldier leaves north.

You flee head over heels.
Station of the Town Militia
A large stone building houses the main patrol station of the Whitebridge
town Watch, as well as an annex of the elite Lion Warden of Andor. A
spacious but tidy oak desk rests against one wall, with a high-backed chair
set behind it. The entire western side of the room has been cordoned off by
a set of thick and durable iron bars, with a sturdy locked door set into
the center. A wanted poster is plastered on the northern wall, boldly
listing the names of various outlaws wanted by the Crown.
[ obvious exits: E W ]
East: *Fermin* is standing here.
A large desk made of fine, thick wood stands across the room from here.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
The Captain of the Town Militia is here, enjoying his cushy job.
Eastbridge Avenue
Small shops and offices line the western side of an avenue which runs
within the city walls. The eastern side of the street is defined by the
Whitebridge town wall, which is low, and made predominantly of wood with a
few stone pilings here and there. To the south, a break in the wall allows
traffic into and out of the city. Among the shops to the west is a large
building, clearly marked as the stationhouse of the Whitebridge Town Watch.
[ obvious exits: N S W ]
North: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is
here.
West: A town watchman is here, patrolling the city.
*Fermin* is standing here.

* S HP:Wounded MV:Weary > Inside the Gate
Two small watchtowers flank a gate in the short wall surrounding the town.
The gate does not appear often used, given the amount of rust on the hinges
and the few weeds which have sprung up at the base of the wooden doors. A
wide stone street begins at the gates, stretching off eastwards into the
town where the gleaming white mass of the White Bridge is visible above the
rooftops of the town. A perimeter road running north and south just within
the town walls intersects the stone boulevard a few spans from the gate.
[ obvious exits: N E S W ]
North: *Fermin* is standing here.
East: An elite Queen's Guard stands at his post.
West: A town watchman is here, patrolling the city.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Weary > Eastbridge Avenue
The perimeter road of Whitebridge runs north and south, just inside the low
city wall to the east. To the north can be made out the eastern gate of the
city, while to the south the road continues, interrupted only by a small
alley wedged between buildings. Houses and upscale shops line the street
which is as far removed from the docks as one can get in the small town.
[ obvious exits: N S ]
South: A sailor is here.

* S HP:Wounded MV:Weary > Eastbridge Avenue
Private residences and tidy boarding houses line the streets and avenues of
southeast Whitebridge. Some of the larger domiciles number several stories,
and most of the upper stories support private balustraded balconies. The
mouth of an alley opens up between two buildings to the west, along the
sides of which a few small shops have opened their doors.
[ obvious exits: N S W ]
South: A gray palfrey prances skittishly nearby.
A sailor is here.
An old woman smiles kindly.
A raven is here flying around.

* S HP:Wounded MV:Weary > Masaj narrates 'not east'
Eastbridge Avenue
Whitebridge's perimeter road takes a sharp turn at the southeast corner of
the city, where an aged wooden watchtower leans precariously out over the
walls of the city. The tower's disrepair matches that of the surrounding
battlements, which appear as though they would have difficulty keeping out
even a half-interested raccoon, let alone any human-sized enemies.
[ obvious exits: N W ]
North: A sailor is here.
West: A gray palfrey prances skittishly nearby.
A gray palfrey prances skittishly nearby.
A sailor is here.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

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

* S HP:Wounded MV:Weary >

Before a Well-Kept House
The cobbled streets of Whitebridge bend around the curve of the city walls,
the wide lane dusty and worn. To the north lies a large, well-presented
house, a bundle of herbs neatly bound with a blue and white checked ribbon
hanging in the window. The street continues to the east and west.
[ obvious exits: N E W ]
North: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
East: A gray palfrey prances skittishly nearby.
A gray palfrey prances skittishly nearby.

* S HP:Wounded MV:Weary > A Quiet House
This is a neat and well arranged house set in the middle of the city. The
house is well furnished, and the room is centered on a large table. A
couch and several chairs surround the table. Bookshelves are stuffed
full with various tomes. The door lies to the south.
[ obvious exits: N S W ]
South: A gray palfrey prances skittishly nearby.
West: A wisdom stands here ready to help.
Beathas Navinen, the Wisdom of Whitebridge stands at the ready.


* S HP:Wounded MV:Weary > A Peaceful Bedroom
This small room has a cozy, comforting feeling. Unadorned save for
avendesora leaves carved on the mantle and doorway, the room is warm and
clean. There is a small fire burning beneath a kettle in the fireplace at
all times. A shelf of neatly labeled jars, clean cloths and dishes stands
against the wall. Bolstered high with pillows, the bed is the focal point
of the room, with a high back and slightly slanted foot. Across from the
bed is a bank of windows to let light stream in, bathing everything in a
healthful glow. Several chairs are gathered around the fireplace.
[ obvious exits: E ]
East: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
A short, well balanced knife lies here, both edges glinting.
A wisdom stands here ready to help.
Meraneve Hellamen stands here, ready to assist with bringing a child into the
world.


* S HP:Wounded MV:Weary >

You get a throwing knife.

* S HP:Wounded MV:Weary >
A Quiet House
This is a neat and well arranged house set in the middle of the city. The
house is well furnished, and the room is centered on a large table. A
couch and several chairs surround the table. Bookshelves are stuffed
full with various tomes. The door lies to the south.
[ obvious exits: N S W ]
South: A gray palfrey prances skittishly nearby.
West: A wisdom stands here ready to help.
Beathas Navinen, the Wisdom of Whitebridge stands at the ready.

* S HP:Wounded MV:Weary > Before a Well-Kept House
The cobbled streets of Whitebridge bend around the curve of the city walls,
the wide lane dusty and worn. To the north lies a large, well-presented
house, a bundle of herbs neatly bound with a blue and white checked ribbon
hanging in the window. The street continues to the east and west.
[ obvious exits: N E W ]
North: Beathas Navinen, the Wisdom of Whitebridge stands at the ready.
East: A gray palfrey prances skittishly nearby.
A gray palfrey prances skittishly nearby.

* S HP:Wounded MV:Weary >
Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the east the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
East: A gray palfrey prances skittishly nearby.

* S HP:Wounded MV:Weary > You are carrying:
a throwing knife
a brass storm lantern
an oilstone
[2] a jade signet ring
a full metal helmet and visor
a torc of gleaming steel
a Kandori snowflake necklace
a shining steel breastplate
a dark riding cape of mottled brown
a pair of ebony-steel plate vambraces
a pair of heavy metal gauntlets
[2] a sungwood bracelet
a polished onyx-inlaid shield
an opal adorned steel tulwar
a bronze belt of odd design
a heron-engraved scabbard
a pair of ebony-steel plate greaves
a dark pair of steel boots
a leather water flask
an emerald ring
a dagger
a package of dried rations

* S HP:Wounded MV:Weary >
Field
Uniformly short and even blades of grass cover a flat expanse along the
southern edge of Whitebridge. The clearly well-tended space sprawls north
and west. A small path runs along the south edge of the verge, eventually
turning into the paved road which runs along the city wall to the east. A
few shops cluster on the south border of the footpath, facing the gardens.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
South: A grocer stocks some shelves.
A field of tall, lush plants sways gently in the breeze.
A campfire burns slowly, sending smoke into the sky.

* S HP:Wounded MV:Weary >

Radium narrates 'ferm here'

* S HP:Wounded MV:Weary > The Garden
The garden is a wide array of carefully arranged flowers and bushes in the
center of Whitebridge's park. The garden continues to the south, and the park
extends to the north. A wide field lies to the east, and an open road to the
west.
[ obvious exits: N E S W ]
North: An old woman smiles kindly.
West: A town watchman is here, patrolling the city.


* S HP:Wounded MV:Weary > Players in your Zone
--------------------
Jaimie - The Garden
Masaj - The Wayfarer's Rest Inn
Radium - Inside the Gate

* S HP:Wounded MV:Weary >
Ok.

* S HP:Wounded MV:Weary >
A man walks among the horses here feeding them and
rubbing them down.
Surrounded by leather and metal, a saddler works here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A stablekeeper is here, suddenly trying to seem very busy.
A young man grooms a fine horse here.

* S HP:Wounded MV:Weary >

Under the Leatherleaf Trees
A circle of lush green lawn spreads like an emerald carpet between
leatherleaf trees, their branches twined together overhead in a natural
dome glittering with greens, gold and browns. The sky peeks through the
intermittent gaps between leaves and branches creating a sparkling effect.
Fireflies gracefully dance between the branches, and morning glories twine
up the tree trunks between tendrils of delicate ivy. A grouping of rocks
highlights a natural spring whose waters trickle into a small pool strewn
with water lillies. Floral aromas drift on the air giving a sweet breeze.
[ obvious exits: E S W ]
East: A town watchman is here, patrolling the city.
West: A town watchman is here, patrolling the city.
An old woman smiles kindly.
A worker busily earns a day's pay.

* S HP:Wounded MV:Weary >
Whitebridge Park
A large expanse of green grass and flowers stretches out to the south and
the west, while a narrow, cobbled street begins running northward. A low
stone wall has been erected along the eastern border of the park, isolating
the back yards of shops and houses from the open public space. A few gaps
in the wall, however, show that some value access to the park more than the
dubious privacy the wall provides. Just westwards, hedgerows square off a
quaint flower garden, while an open green space rolls away to the south.
[ obvious exits: N S W ]
North: A town watchman is here, patrolling the city.
West: An old woman smiles kindly.
A town watchman is here, patrolling the city.
An Illuminator's assistant stands here carrying some colored tubes.

* S HP:Wounded MV:Weary > Wide Cross Street
Colorfully painted houses are the most common building on this street, and
each seems to have been painted in its own design. Lavender mouldings with
yellow trim on a green background here, robin's egg blue background with
mauve and scarlet balustrades there, make quite a colorful scene. The short
sidestreet which opens up towards the west is quite drab by comparison. To
the south, the road appears to terminate at a wide open grassy space.
[ obvious exits: N S W ]
North: A town watchman is here, patrolling the city.
South: A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* S HP:Wounded MV:Haggard >

Masaj narrates 'she selaana'

* S HP:Wounded MV:Haggard >
You narrate 'not stables'

* S HP:Wounded MV:Haggard >
Winding Street
A narrow street winds its way between high edifices. The northern edge of
the street consists entirely of tall fenced yards, most with narrow inset
gates. The large yards seem to be the rear entrances of the row of shops a
block to the north. Slightly less prosperous shops line the southern edge
of this less-than-desirable real estate, where the overhanging eaves and
narrow passage allow almost no glimpse of the sky. The street continues to
the west, and bisects a larger cobbled cross street to the east.
[ obvious exits: E S W ]
East: A town watchman is here, patrolling the city.
South: A merchant guard eyes you warily, intent on keeping order.

* S HP:Wounded MV:Haggard > You have 213(391) hit and 33(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 75 Turn points to date.
You have played 2 days and 3 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Wounded MV:Haggard >

backpack (used) :
a wealth of copper pennies (53)
a wealth of gold crowns (420)
[10] a throwing knife
a cup of thready brown tea
[2] a bunch of fireworks
[3] a thin vial of yellow fluid
a throwing spike
[2] a white hart pendant
a water skin
a cup of thick syrup
[2] a bubbling draught
Radium narrates 'on'

* S HP:Wounded MV:Haggard >
Wide Cross Street
Colorfully painted houses are the most common building on this street, and
each seems to have been painted in its own design. Lavender mouldings with
yellow trim on a green background here, robin's egg blue background with
mauve and scarlet balustrades there, make quite a colorful scene. The short
sidestreet which opens up towards the west is quite drab by comparison. To
the south, the road appears to terminate at a wide open grassy space.
[ obvious exits: N S W ]
North: A town watchman is here, patrolling the city.
South: A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* S HP:Wounded MV:Haggard >
Wide Cross Street
This wide cross street continues to the south, where you can see what
appears to be a park. Just to the north is a large square, which is
generally the busiest place in Whitebridge. You can see the White Bridge
itself as the eastern foot sets down in the middle of town. Small shops and
homes line a wide, cobbled street that runs north and south through the
town of Whitebridge. A short distance to the north, the street terminates
in a wide square, into which the namesake of the town, the White Bridge,
descends. The surrounding residences, this close to the square, are tidy
and well-kept, a few of which reach three stories in height, though most
merely have two. Colorful flowerboxes rest under several windows.
[ obvious exits: N S ]
North: The Whitebridge town crier stands here, spreading the news.
South: A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A ratter is here, hunting shadoweyes.

* S HP:Wounded MV:Haggard > Magnificent Square
The broad, milk-white arch that gives the town its name dominates
Whitebridge as much close up as it does from afar. The eastern foot of the
White Bridge settles down right in the middle of a large town square, and
extends up and off to the west. The square is paved with even flagstones,
worn down by generations of feet and wagon wheels. Shops and inns dot the
square and the surrounding streets, which lead off in every direction. A
large banner has been attached to a staff, depicting a map of Whitebridge.
[ obvious exits: N E S W U ]
North: A worker busily earns a day's pay.
South: A town watchman is here, patrolling the city.
West: A worker busily earns a day's pay.
Up: A town watchman is here, patrolling the city.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Whitebridge town crier stands here, spreading the news.

* S HP:Wounded MV:Haggard >
The Watchman has arrived from the south.
Stone Street
A wide stone street runs through the town of Whitebridge from east to west.
Immediately to the west, the street opens up into a broad square, into
which the foot of the great White Bridge descends to the cobblestones. The
stone street is bordered on both sides by shops and taverns, most appearing
to cater to well-to-do merchants and travelers. A small gap between two
shops on the south side of the street marks the mouth of a small alley.
[ obvious exits: E S W ]
East: A town watchman is here, patrolling the city.
West: A town watchman is here, patrolling the city.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Haggard >

Stone Street
Upscale inns and a few shops line the stone street of Whitebridge.
Well-painted signage and larger, better-maintained storefronts mark the
area as prime real estate for those catering to merchants and traveling
nobles. The further removed one is from the docks, it appears, the more
desirable and expensive the lodging and shopping becomes. A large inn with
an intricately painted sign lies to the south, while to the east, the gates
of Whitebridge are visible, set into the low wall surrounding the town.
[ obvious exits: E S W ]
East: *Fermin* is here, fighting Radium.
South: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A sailor is here.

* S HP:Wounded MV:Haggard > Masaj narrates 'come 1n'
The Wayfarer's Rest Inn
This spacious inn doesn't appear to be the friendliest establishment. The
place is extremely quiet, and whatever patrons are here apparently make
little or no noise. A thin wall separates the main body of the inn from
the common room, which is just to the south. A doorway leads north to the
city street.
[ obvious exits: N S ]
North: A town watchman is here, patrolling the city.
South: *Elvira* is standing here.
*Elvira* is surrounded by a shimmering white aura!
Masaj the Darkling Master is standing here.
Bartrim the innkeeper stands sullenly about.


* S HP:Wounded MV:Haggard > Players in your Zone
--------------------
Jaimie - The Wayfarer's Rest Inn
Masaj - The Wayfarer's Rest Inn
Radium - Inside the Gate

* S HP:Wounded MV:Haggard >

*Elvira* is standing here.
*Elvira* is surrounded by a shimmering white aura!
A man is here.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.
Selaana is standing here.
Selaana is surrounded by a shimmering white aura!
A man is here.
A bartender serves customers with a greedy smile.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.


* S HP:Wounded MV:Haggard > They aren't here.


* S HP:Wounded MV:Haggard > They aren't here.


* S HP:Wounded MV:Haggard > They aren't here.


* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.

* S HP:Wounded MV:Haggard >
They aren't here.
*Elvira* has arrived from the south.


* S HP:Wounded MV:Haggard > Masaj tries to slash *Elvira*, but she deflects the
blow.
*Elvira* swiftly dodges your attempt to pierce her.


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You try to pierce *
Elvira*, but she dodges the attack.
*Elvira* tries to strike Masaj, but he deflects the blow.
Masaj tries to slash *Elvira*, but she deflects the blow.
You do the best you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > *Elvira* swiftly
dodges your attempt to pierce her.
You are carrying:
a throwing knife
a brass storm lantern
an oilstone
[2] a jade signet ring
a full metal helmet and visor
a torc of gleaming steel
a Kandori snowflake necklace
a shining steel breastplate
a dark riding cape of mottled brown
a pair of ebony-steel plate vambraces
a pair of heavy metal gauntlets
[2] a sungwood bracelet
a polished onyx-inlaid shield
an opal adorned steel tulwar
a bronze belt of odd design
a heron-engraved scabbard
a pair of ebony-steel plate greaves
a dark pair of steel boots
a leather water flask
an emerald ring
a dagger
a package of dried rations

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > Mood changed to:
Brave


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
Radium has arrived from the north.

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
Arglebargle,
glop-glyf!?!


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > You do the best
you can!


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > You do the best
you can!


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You try to pierce *
Elvira*, but she parries successfully.
You do the best you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!

* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten >
You do the best
you can!


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > You do the best
you can!


* S HP:Wounded MV:Haggard - Masaj: Wounded - Elvira: Beaten > You do the best
you can!
Radium tries to pierce *Fermin*, but he dodges the attack.
Your body is pierced by razor sharp ice spikes sent by *Elvira*!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Beaten > Masaj sends *Elvira
* sprawling with a powerful bash!
*Elvira* panics, and attempts to flee!
You do the best you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Beaten > *Fermin* pierces
Radium's body.
You pierce *Elvira*'s body very hard.
You do the best you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >
You do the best
you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >

You do the best
you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >
*Fermin* pierces
Radium's right hand hard.
Radium tries to pierce *Fermin*, but he deflects the blow.
You pierce *Elvira*'s body hard.
Masaj slashes *Elvira*'s right leg into bloody fragments!
You do the best you can!


* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical > You do the best
you can!


* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >
You do the best
you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical > Masaj closes
the common.
You do the best you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical > You do the best
you can!

* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >

You do the best
you can!


* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical > You do the best
you can!


* S HP:Battered MV:Haggard - Masaj: Wounded - Elvira: Critical >

*Fermin* pierces
Radium's left arm.
Radium tries to pierce *Fermin*, but he parries successfully.
You pierce *Elvira*'s body hard.
*Elvira* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Elvira*'s death cry.
You try to pierce *Fermin*, but he deflects the blow.
*Fermin* gets a cup of thick syrup from the corpse of Elvira.
*Fermin* gets a throwing spike from the corpse of Elvira.
*Fermin* gets a leather water flask from the corpse of Elvira.
*Fermin* gets a black pair of silver-tooled boots from the corpse of Elvira.
*Fermin* gets a pair of earthen colored breeches from the corpse of Elvira.
*Fermin* gets a small purse from the corpse of Elvira.
*Fermin* gets a belt with a buckle of cuendillar from the corpse of Elvira.
*Fermin* gets a yew staff from the corpse of Elvira.
*Fermin* gets a silver etched shield from the corpse of Elvira.
*Fermin* gets a silver Kandori wristcuff from the corpse of Elvira.
*Fermin* gets a jeweled wristcuff from the corpse of Elvira.
*Fermin* gets a pair of dark gloves from the corpse of Elvira.
*Fermin* gets a set of cloth sleeves from the corpse of Elvira.
*Fermin* gets a dress with colored bands at the hem from the corpse of Elvira.
*Fermin* gets a bearskin tunic from the corpse of Elvira.
*Fermin* gets a shimmering pendant of obsidian from the corpse of Elvira.
*Fermin* gets a shimmering pendant of obsidian from the corpse of Elvira.
*Fermin* gets a camouflaged hood from the corpse of Elvira.
*Fermin* gets a gold ring from the corpse of Elvira.
*Fermin* gets a gold ring from the corpse of Elvira.

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:10 pm

Regroup then Masaj is fighting humans in Camp


Masaj narrates 'hmm am beaten camp'

o S HP:Hurt MV:Winded >
Masaj narrates 'am not landing bashes'

o S HP:Hurt MV:Winded >


You stop resting, and stand up.

o S HP:Hurt MV:Winded >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A lynx creeps low to the ground, hunting for food.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

o S HP:Hurt MV:Winded >
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]

o S HP:Hurt MV:Winded > At the Corner of a Burial Site
It is in this corner of the cemetery that the oldest graves are to be
found. The year of death inscribed on some of the stones date back to over
three hundred years ago. The monastery must have been here for a very long
time. Some of the tombstones have fallen over from old age. The grave of
"Brother Deradus" is one of them. The tombs go on to the east, while to the
south the stone wall that used to separate the monastery from the forest
has fallen over, making it possible to walk over the pile of stone and into
a large temple.
[ obvious exits: N E S ]

o S HP:Hurt MV:Winded >

You narrate 'i forgot'

o S HP:Hurt MV:Winded >
The templedoor seems to be closed.


o S HP:Hurt MV:Winded > The templedoor seems to be closed.


o S HP:Hurt MV:Winded > The templedoor seems to be closed.


o S HP:Hurt MV:Winded > The templedoor seems to be closed.

o S HP:Hurt MV:Winded > The templedoor seems to be closed.

o S HP:Hurt MV:Winded >

I see no temledoor here.

o S HP:Hurt MV:Winded >
The templedoor seems to be closed.

o S HP:Hurt MV:Winded > The templedoor seems to be closed.

o S HP:Hurt MV:Winded >

Ok.


o S HP:Hurt MV:Winded >
Temple Foyer
Here, behind the temple's altar and beyond the disheveled rows of pews, lies a
fairly empty room. Except for the dust and cobwebs there is nothing in this
room other than the stone walls and floor, and a small doorway to the east.
There are still rusted hinges hanging askew along the doorframe, but whatever
door used to stand there has long since deteriorated.
[ obvious exits: N E S ]

o S HP:Hurt MV:Winded >
Temple Altar
On a small dais at the end of the aisle of broken and overturned pews stands a
slim altar of dark wood. It is intricately carved with rune-like symbols and
drawings of lizards and serpents. It is amazingly well preserved compared to
the rest of this ruined temple.
[ obvious exits: N S ]

o S HP:Hurt MV:Winded >
Among the Pews
Wooden pews are scattered throughout this large room. Most have been turned
over or broken and all of them are mildewed and worm eaten. There is no clear
path through or around the cluttered mess, so you will have to make your way
carefully through the rubble. To the south is the entranceway of the temple,
and to the north an altar stands in the middle of the aisle.
[ obvious exits: N S ]

o S HP:Hurt MV:Winded >
Temple Entrance
This darkened entranceway of the ruined temple is damp and musty. Cobwebs hang
from every surface. The stone walls are in a state of disrepair and look about
to fall over at any moment. To the south and through the archway is the exit
back to the decaying forest. To the north is a larger room, which is also very
dark.
[ obvious exits: N S ]

o S HP:Hurt MV:Winded >
Before the Temple
Wide stone steps lead up into the entrance of this ruined temple. A few of the
decorative columns still stand, but most have crumbled and lie broken at the
foot of the steps. The entrance to the temple is dark, and it is impossible to
see inside it from the stairs. The archway over the temple entrance has some
writing on it.
[ obvious exits: N E S W ]


o S HP:Hurt MV:Winded > Cankered Woods
Most of the trees that grew here have been uprooted and lie on the ground with
their shriveled roots pointing upwards. Sticky mud covers the tree trunks and
roots. There are strange runnels in the mud, winding around the fallen trees.
They almost look like the tracks a large serpent would make. The tracks lead
mostly to the north, where a large stone structure has become visible.
[ obvious exits: N E S W ]

o S HP:Hurt MV:Winded > Dead Forest
Wilted trees are huddled together in the middle of this dying grove. They seem
to cling to one another for support and comfort as their yellowish-brown leaves
fall to the ground. The muddy soil is thick with the dead and rotting leaves,
and there is a definite odor of decay hanging in the still air.
[ obvious exits: N E W ]
A wild boar runs through the forest.
A wilted tree leans to one side, on the brink of death.

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

o S HP:Hurt MV:Winded >

You narrate 'am choke'


o S HP:Hurt MV:Winded >
Rotting Earth
Bloated, twisted trees flourish here in this rotting forest. The ground is
soggy and covered with dead yellow and brown leaves. To the south, the trees
grow closer together and appear to be a bit healthier. There is a dark,
forboding air to that part of the forest though.
[ obvious exits: N E S W ]
A wild boar runs through the forest.

o S HP:Hurt MV:Winded > Dark Forest
The smell of rot and decay is very strong here. The forest is pitch black and
eerily silent. A thick carpet of dead leaves covers the ground, and every step
sends wafts of rotten air floating upwards from the ground. To the east and
south the forest is so thick that travel is impossible.
[ obvious exits: N W ]
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.

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

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

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

o S HP:Hurt MV:Winded >


Dark Forest
A thick matting of leaves covers the ground here. They are rotten and decaying,
and smell horrible. The soggy mess covering the ground silences any footsteps.
The trees grow very close together here, and there is a feeling of someone
watching you.
[ obvious exits: N E S W ]

o S HP:Hurt MV:Winded > Dark Forest
It is eternally night so deep within this black forest. The sky is hidden by
they thick canopy of leaves, making it impossible to tell what time of day or
night it is. The leaves covering the ground are rotten and smell of decay and
death.
[ obvious exits: N S W ]
A wild boar runs through the forest.
A thick, stout plant with spiny foliage seems to quiver as you approach.

o S HP:Hurt MV:Winded > Dark Forest
The silent forest is shrouded in darkness. No light can penetrate the thick
canopy of leaves formed by overlapping branches. The trees themselves are quite
gnarled and twisted and, strangely, they almost seem to be in pain.
[ obvious exits: N E S W ]
An elk with massive antlers eyes you with curiosity.

o S HP:Hurt MV:Winded >

Twisted Forest
The trees are growing so closely together here that they have somehow
become twisted around each other. Their gnarled branches are covered with
thick leaves. A carpet of these same leaves blankets the ground in a
sodden, rotten mess. There is a smell of decay hanging in the still air.
Much of the surrounding area can be seen from here just by watching
carefully.
[ obvious exits: S W ]
A flock of ravens is circling in the air, searching for prey.
A wild boar runs through the forest.
A raven is here, watching.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.


o S HP:Hurt MV:Winded > Dark Forest
The tall trees are crowded together here, packed in quite tightly and it almost
looks as though they are jostling each other for more room. The branches are
overlapped so many times it it near impossible to tell which tree they belong
to. The thick canopy of leaves overhead blocks the sky, and no light filters
through leaving the forest dark and silent.
[ obvious exits: N E S W ]


o S HP:Hurt MV:Weary >
Creepy Woods
The shadows in these silent woods seem darker than they should. It almost
seems as though they are reaching out towards the light, to strangle it and
shroud the entire forest in darkness. But of course that can't be true,
anymore than it could be true that the trees seem to be watching your every
move. It would not take much more than a smouldering cinder to set off a
massive forest fire in the surrounding area.
[ obvious exits: N E S ]
An elk with massive antlers eyes you with curiosity.
A twitching vine of creepers dangles from above.
A tree is here, swinging a branch at your head.
A tree is here, swinging a branch at your head.

o S HP:Hurt MV:Weary >
Dense Forest
This forest smells of rotting leaves and wet earth. The ground is carpeted
with a thick bed of dead brown leaves. The tall trees spread their thick
branches out, shading the forest with their dark leaves. The air is very
still and strangely quiet. It would not take much more than a smouldering
cinder to set off a massive forest fire in the surrounding area.
[ obvious exits: N E W ]
A raven is here flying around.

o S HP:Hurt MV:Weary > Thick Forest
To the west, the forest becomes darker as the trees grow closer together.
As one looks to the east, however, the trees begin to thin out a bit. The
forest is still quite dark and eerie here and all of the trees look exactly
alike. It is hard to get one's bearings in these thick woods and it would
be quite easy to become lost. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: E W ]
A wild boar runs through the forest.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.


o S HP:Hurt MV:Weary >


The ancient tree tries to hit you, but you deflect the
blow.
The ancient tree joins the ancient tree's fight!
A forest boar leaves east.
You swiftly dodge the ancient tree's attempt to hit you.
You pierce the ancient tree's roots very hard.
The ancient tree tries to hit you, but you parry successfully.
No way! You're fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
You pierce the ancient
tree's crown hard.
No way! You're fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
No way! You're
fighting for your life!


o S HP:Scratched MV:Winded - the ancient tree: Scratched > No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
PANIC! You couldn't
escape!

o S HP:Scratched MV:Winded - the ancient tree: Scratched > No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched > No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched > No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >
No way! You're
fighting for your life!

o S HP:Scratched MV:Winded - the ancient tree: Scratched >

The ancient tree tries to hit you, but you deflect the blow.
You pierce the ancient tree's crown very hard.
The ancient tree tries to hit you, but you deflect the blow.

o S HP:Scratched MV:Winded - the ancient tree: Hurt >

You panic and attempt to flee!


You flee head over heels.
Dense Forest
This forest smells of rotting leaves and wet earth. The ground is carpeted
with a thick bed of dead brown leaves. The tall trees spread their thick
branches out, shading the forest with their dark leaves. The air is very
still and strangely quiet. It would not take much more than a smouldering
cinder to set off a massive forest fire in the surrounding area.
[ obvious exits: N E W ]
A wild boar runs through the forest.
A raven is here flying around.
Thick Forest
To the west, the forest becomes darker as the trees grow closer together.
As one looks to the east, however, the trees begin to thin out a bit. The
forest is still quite dark and eerie here and all of the trees look exactly
alike. It is hard to get one's bearings in these thick woods and it would
be quite easy to become lost. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: E W ]
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

o S HP:Scratched MV:Winded > Dark Forest
Tall, ancient trees with thick leathery leaves dominate this part of the
forest. Their gnarled limbs form a dense ceiling of foliage, completely
blocking the sun. The forest is dark and silent, and the bed of leaves
carpeting the ground even muffle the sounds of footsteps. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
A panther stalks through the wilderness.
A wild boar runs through the forest.

o S HP:Scratched MV:Winded > Players in your Zone
--------------------
Jaimie - Dark Forest


o S HP:Scratched MV:Winded >
Dark Forest
The forest is dark and silent here. Tall trees with thick foliage grow densely,
their overlapping branches blocking the sun completely. The forest looks the
same in all directions and it seems as though it would be entirely too easy to
become quite sufficiently lost.
[ obvious exits: N S W ]
An elk with massive antlers eyes you with curiosity.

o S HP:Scratched MV:Winded >
Dark Forest
The forest is black as night here, even during the day. The trees grow tall and
close together, and their overlapping leaves block the light entirely. The
forest is eerily quiet here and the air is very still. The ground is soft and
littered with dead leaves, which make it easy to move stealthily through these
woods without being overheard.
[ obvious exits: N E S W ]

o S HP:Scratched MV:Winded >
A Path Through the Dead Forest
A small, dirt path winds its way through thick trees with dried, dead leaves.
Small bushes, scraggly shrubs, and clumps of yellow, brittle grass line the
path on either side. To the south, the dead forest closes in on the path. To
the west, the path continues through the thick forest. The forest darkens
to the north.
[ obvious exits: N E S W ]


o S HP:Scratched MV:Winded > A Path Through the Dead Forest
A small dirt path appears on the ground, partially covered with dead leaves.
The yellowed trees of this dying forest create a tall canopy that hides the
sky above. The path continues on to the east, leading deeper into the thick
woods. To the west, the forest envelopes everything. Dried grass and bushes
line the path and small weeds poke through the ground.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

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

o S HP:Scratched MV:Winded >

Players in your Zone
--------------------
Jaimie - A Path Through the Dead Forest
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >
You are using:
<held> an oilstone
<worn on finger> a ring of braided gold and silver
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a half-cape of silk-lined leather
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a sharp, red stone dagger
<worn about waist> a tooled leather belt
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

o S HP:Scratched MV:Winded >
A Dead Forest
The brown and yellow leaves of the tall trees lay strewn about the soft
ground, making piles around the trunks. Off to the east, the trees give way
into a small, overgrown path that leads through the forest. To the south
and west, the trees, shrubs and yellow grass cover everything, giving this
forest a sickly, dead appearance.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.

o S HP:Scratched MV:Winded >
A Dead Forest
The tall, thick trees appear lifeless with their yellow leaves, and the
bark that peels off their trunks in long strips. The grass and bushes that
grow amongst the trees are not in any better condition with scraggly,
leafless branches, or dried, yellow blades of grass. The dead forest
stretches out for miles in every direction.
[ obvious exits: N E S W ]
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

o S HP:Scratched MV:Winded >
A Dead Forest
The tall, brown trees tower above the ground. Dead leaves and twigs lay
strewn about the hard dirt. Off to the west, the trees break a bit, showing
a small path that leads deeper into the desolate forest. All around, brown
and yellow grass and shrubs struggle for survival against the giant trees.
[ obvious exits: N E S ]

o S HP:Scratched MV:Winded > A Dead Forest
The trunk of a fallen tree lies across the ground. Small insects crawl in and
out of the rotting trunk. Tall trees block out the sky, and their dying leaves
float gently to the ground, piling up around their trunks. To the south, the
woods begin to think out, and the trees' leaves become greener.
[ obvious exits: N E S ]
A young and strong buck is here, munching some grass.

o S HP:Scratched MV:Winded >
Players in your Zone
--------------------
Jaimie - A Dead Forest
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >

Masaj narrates 'am on insid camp'

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

o S HP:Scratched MV:Winded >
Thinning Woods
Tall trees rise high above the soft ground. Piles of mulch give off a
sickly-sweet smell of decay. Small bushes and shrubs grow thick between the
trees. To the north, the forest takes on a yellow appearance as the plants
begin to die out. To the south, east, and west, the sparse woodland expands out
as far as the eye can see.
[ obvious exits: N E S W ]


o S HP:Scratched MV:Winded > Thinning Woods
The tall trees begin to grow farther apart, and the sky can be seen through the
leaves, as the woods begin to thin out. To the north, the dying forest begins,
the yellow leaves piling on the ground. To the south, east, and west, the thin
woods boast green bushes growing thickly with the flowers on the ground.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.

o S HP:Scratched MV:Winded >
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]

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

o S HP:Scratched MV:Winded >

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

o S HP:Scratched MV:Winded > [hide ]
You attempt to hide yourself.

o S HP:Scratched MV:Winded >
Masaj has arrived from the south.
Masaj leaves west.
You follow Masaj.

In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
East: Masaj the Darkling Master is standing here.
Up: A fade emerges from the shadows as you pass by.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.

o S HP:Scratched MV:Winded >
Players in your Zone
--------------------
Masaj - A Trolloc Camp
Jaimie - Tower Entrance
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >

In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.

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

o S HP:Scratched MV:Winded >

You narrate 'in your room'

o S HP:Scratched MV:Winded > Players in your Zone
--------------------
Masaj - Outside A Trolloc Camp
Jaimie - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
*Ayric* is standing here.

o S HP:Scratched MV:Winded >
[hide ]
You attempt to hide yourself.

o S HP:Scratched MV:Winded > You silently approach your victim...

- = +
*Ayric* leaves west.

*
*Eran* has arrived from the south, riding a Domani razor.

* + = - - = +
*Eran* leaves south riding a Domani razor.


Cancelled.
Backstab who?

o S HP:Scratched MV:Winded >
Masaj narrates 'foll up'

o S HP:Scratched MV:Winded >

Players in your Zone
--------------------
Masaj - Nearing A Trolloc Camp
Jaimie - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.

o S HP:Scratched MV:Weary >

A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
*Ayric* is here, fighting a hideous trolloc.
A hideous trolloc is here, fighting Ayric.
A hooved trolloc is here, fighting Ayric.

o S HP:Scratched MV:Weary > *Ayric* leaves south.
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
*Ayric* is standing here.
A tall, ramshorned trolloc is here, commanding.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

o S HP:Scratched MV:Weary >

Outside A Trolloc Camp
Bushes and shrubs of all sizes grow wildly throughout the thicket. Short, soft
grass pads the ground beneath the bushes. Off to the north, the trees of the
forest rise above the shrubs and flowers that make up the dense growth of the
thicket. Small animals dart through the holes between the branches of the
bushes, showing that the thicket is alive and flourishing.
[ obvious exits: N W ]
*Eran* is standing here, riding a Domani razor.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.

* S HP:Scratched MV:Weary >
*Ayric* has arrived from the west.
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A tall, ramshorned trolloc is here, commanding.

o S HP:Scratched MV:Weary > A ramshorned trolloc leaves south.
They aren't here.

o S HP:Scratched MV:Weary >
*Ayric* has arrived from the south.
*Eran* has arrived from the south, riding a Domani razor.
Masaj sends *Eran* sprawling with a powerful bash!

* S HP:Scratched MV:Weary >
*Ayric* tries to slash you, but you parry successfully.

* S HP:Scratched MV:Weary - Ayric: Healthy >

You are already following him.

* S HP:Scratched MV:Weary - Ayric: Healthy >
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Healthy >
You try to pierce *Ayric*, but he
parries successfully.
A ramshorned trolloc has arrived from the south.
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Healthy >
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Healthy > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
A ramshorned trolloc is here, fighting Ayric.
*Eran* is sitting here, riding a Domani razor.
*Ayric* is here, fighting YOU!
Masaj the Darkling Master is here, fighting Eran.

* S HP:Scratched MV:Weary - Ayric: Healthy >
A ramshorned trolloc tries to cleave Ayric, but he parries successfully.
You try to pierce *Ayric*, but he parries successfully.
Masaj slashes *Eran*'s left leg into bloody fragments!
*Eran* panics, and attempts to flee!
A hideous trolloc has arrived from the south.
A hooved trolloc has arrived from the south.

* S HP:Scratched MV:Weary - Ayric: Healthy >
Ayric is in excellent condition.

* S HP:Scratched MV:Weary - Ayric: Healthy >

A Dha'vol trolloc has arrived from the south.
*Eran* leaves west riding a Domani razor.

o S HP:Scratched MV:Weary - Ayric: Healthy >
You do the best you can!


o S HP:Scratched MV:Weary - Ayric: Healthy > You do the best you can!


o S HP:Scratched MV:Weary - Ayric: Healthy >

*Ayric* sends you sprawling with a powerful bash!

o S HP:Hurt MV:Weary - Ayric: Healthy >

Masaj tries to slash *Ayric*, but he deflects the blow.

o S HP:Hurt MV:Weary - Ayric: Healthy >


Masaj slashes *Ayric*'s left leg into bloody fragments!
A Dha'vol trolloc tries to cleave Ayric, but he parries successfully.
A ramshorned trolloc tries to cleave Ayric, but he deflects the blow.
*Ayric* slashes your body into bloody fragments!

o S HP:Hurt MV:Weary - Ayric: Hurt >
*Ayric* panics, and attempts to flee!

o S HP:Hurt MV:Weary - Ayric: Hurt >



*Ayric* leaves north.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary > Masaj leaves north.
You follow Masaj.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
*Ayric* is standing here.
You try to pierce *Ayric*, but he deflects the blow.

o S HP:Hurt MV:Weary - Ayric: Hurt >
Masaj tries to slash *Ayric*, but he deflects
the blow.
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!


o S HP:Hurt MV:Weary - Ayric: Hurt > You do the best you can!


o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Weary - Ayric: Hurt >
*Ayric* panics, and attempts to flee!
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!


o S HP:Hurt MV:Weary - Ayric: Hurt > You try to pierce *Ayric*, but he dodges the
attack.
You do the best you can!


o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!

o S HP:Hurt MV:Weary - Ayric: Hurt >
You do the best you can!


o S HP:Hurt MV:Weary - Ayric: Hurt > *Ayric* leaves north.
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary >
You follow Masaj.

Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary >
Masaj narrates 'am doing the bleed'
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > You say 'eran inside'

o S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods

o S HP:Hurt MV:Weary > You say 'no sm'

o S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods

o S HP:Hurt MV:Weary >

They aren't here.

o S HP:Hurt MV:Weary >
Masaj leaves south.
You follow Masaj.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods

o S HP:Hurt MV:Weary >
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Weary >

Masaj looks pretty hurt.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
You say 'sm'

o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >

Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

o S HP:Hurt MV:Weary >

They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary > They aren't here.

o S HP:Hurt MV:Weary > They aren't here.


o S HP:Hurt MV:Weary > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

o S HP:Hurt MV:Weary >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

o S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.


o S HP:Hurt MV:Weary >

They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >
They aren't here.

o S HP:Hurt MV:Weary >

Your heartbeat calms down more as you feel less panicked.
They aren't here.

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

o S HP:Scratched MV:Winded > Obvious exits:
North - Thinning Woods
East - Thinning Woods
South - Nearing A Trolloc Camp
West - In Front Of The Dark Tower

o S HP:Scratched MV:Winded > Masaj says 'block'
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded > Your eyesight is not so keen.

o S HP:Scratched MV:Winded >
You say 'i scout?'

o S HP:Scratched MV:Winded >

You stop following Masaj.

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


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

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

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

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

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


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


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

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

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

o S HP:Scratched MV:Winded > You start paying increased attention to your
surroundings.


o S HP:Scratched MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]


o S HP:Scratched MV:Winded >
Players in your Zone
--------------------
Masaj - Outside A Trolloc Camp
Jaimie - Thinning Woods
You catch a faint scent of a horse nearby.

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

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

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

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


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


o S HP:Scratched MV:Winded >
Masaj has arrived from the south.
They aren't here.

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

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

o S HP:Scratched MV:Winded >
*Ayric* has arrived from the north.
The lone wolf has arrived from the north.
You try to pierce *Ayric*, but he deflects the blow.

o S HP:Scratched MV:Winded - Ayric: Scratched > You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched >
Masaj slashes the lone wolf's
body into bloody fragments!
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched > The lone wolf barely hits
Masaj's right hand.
Masaj slashes the lone wolf's right leg into bloody fragments!
*Ayric* tries to slash you, but you parry successfully.
You try to pierce *Ayric*, but he parries successfully.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched > Masaj narrates 'not'
You stop paying increased attention to your surroundings.

o S HP:Scratched MV:Winded - Ayric: Scratched >

You now follow Masaj.


o S HP:Scratched MV:Winded - Ayric: Scratched > You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Scratched >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched >
You try to pierce *Ayric*, but he
deflects the blow.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched >
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Scratched >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched > The lone wolf tickles Masaj's
body with his hit.
*Ayric* tries to slash you, but you deflect the blow.
You try to pierce *Ayric*, but he dodges the attack.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Scratched > You do the best you can!
*Eran* has arrived from the east, riding a Domani razor.

* S HP:Scratched MV:Winded - Ayric: Scratched > You do the best you can!

* S HP:Scratched MV:Winded - Ayric: Scratched >
*Eran* pierces Masaj's body.

* S HP:Scratched MV:Winded - Ayric: Scratched >
The lone wolf avoids being bashed by Masaj who loses his balance and falls!

* S HP:Scratched MV:Winded - Ayric: Scratched >

Ayric's eyes seem to gleam with a strange golden light.

Ayric has a few scratches.

*Ayric* is using:
<worn on head> a camouflaged hood
<worn around neck> a patchwork scarf of animal furs
<worn around neck> a patchwork scarf of animal furs
<worn about body> a bright red robe
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a brass hilted general's sword
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a Kandori snowflake necklace
a Kandori snowflake necklace
a silver Kandori wristcuff
a silver Kandori wristcuff
a sack of green ivy
some brown kaf beans
a large slab of meat
a choice steak

* S HP:Scratched MV:Winded - Ayric: Scratched >
Raised in a tavern in Mayene,
this graying girl made her money as a gogo
dancer. Her lithe form always seems to be one step away from dancing. If you
ask nicely, she probably won't put on a show for you..

Eran has quite a few wounds.

*Eran* is using:
<used as light> a crystal lightstick
<held> an oilstone
<worn on head> a camouflaged hood
<worn around neck> a Kandori snowflake necklace
<worn around neck> a shimmering pendant of obsidian
<worn about body> a silver-lined black velvet duster
<worn on hands> a pair of dark gloves
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a silver etched shield
<wielded> a silver-winged basilard (scratched)
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a copper penny
a wealth of gold crowns (95)
a dirk
a thin vial of yellow fluid

* S HP:Scratched MV:Winded - Ayric: Scratched >
*Eran* barely pierces Masaj's left leg.

* S HP:Scratched MV:Winded - Ayric: Scratched >
*Eran* pierces Masaj's body.
The lone wolf tickles Masaj's body with his hit.
*Ayric* tries to slash you, but you parry successfully.
You try to pierce *Ayric*, but he deflects the blow.

* S HP:Scratched MV:Winded - Ayric: Scratched >
You are now a member of Masaj's group.

* S HP:Scratched MV:Winded - Ayric: Scratched >
Masaj is in awful condition.

* S HP:Scratched MV:Winded - Ayric: Scratched >

*Eran* pierces Masaj's left arm.
The lone wolf tries to hit Masaj, but he deflects the blow.
You swiftly dodge *Ayric*'s attempt to slash you.
You try to pierce *Ayric*, but he parries successfully.
*Eran* pierces Masaj's left arm.
You try to pierce *Ayric*, but he parries successfully.

* S HP:Scratched MV:Winded - Ayric: Scratched > You narrate 'lol'

* S HP:Scratched MV:Winded - Ayric: Scratched >
Masaj sends *Eran* sprawling with a powerful bash!

* S HP:Scratched MV:Winded - Ayric: Scratched >
You narrate 'flee'

* S HP:Scratched MV:Winded - Ayric: Scratched >
Masaj slashes *Eran*'s body into bloody fragments!
*Eran* panics, and attempts to flee!
The lone wolf tickles Masaj's body with his hit.
You try to pierce *Ayric*, but he deflects the blow.

* S HP:Scratched MV:Winded - Ayric: Scratched >
*Eran* leaves east riding a Domani razor.

o S HP:Scratched MV:Winded - Ayric: Scratched >
Masaj tries to slash the lone wolf, but he deflects the blow.
The lone wolf barely tickles Masaj's left foot with his hit.
*Ayric* tries to slash you, but you parry successfully.
You try to pierce *Ayric*, but he parries successfully.
You dodge a bash from *Ayric* who loses his balance and falls!
Masaj panics, and attempts to flee!

o S HP:Scratched MV:Winded - Ayric: Scratched >

Masaj is in awful condition.

o S HP:Scratched MV:Winded - Ayric: Scratched > Masaj leaves west.
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
The lone wolf is slinking about in the shadows.
*Ayric* is here, fighting YOU!

o S HP:Scratched MV:Winded - Ayric: Scratched >

Players in your Zone
--------------------
Masaj - A Trolloc Camp
Jaimie - Thinning Woods
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded - Ayric: Scratched >
*Eran* has arrived from the east, riding a Domani razor.

* S HP:Scratched MV:Winded - Ayric: Scratched >
*Ayric* slashes your left hand very hard.
You try to pierce *Ayric*, but he parries successfully.
*Eran* tries to pierce you, but you deflect the blow.

* S HP:Hurt MV:Winded - Ayric: Scratched >

Masaj narrates 'am pot'

* S HP:Hurt MV:Winded - Ayric: Scratched > *Eran* tries to pierce you, but you
dodge the attack.
You try to pierce *Ayric*, but he deflects the blow.
You narrate 'ok'

* S HP:Hurt MV:Winded - Ayric: Scratched >
*Ayric* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Ayric: Scratched >
You panic and attempt to flee!


*Ayric* leaves east.


You try to pierce *Eran*, but she dodges the attack.
*Eran* tries to pierce you, but you parry successfully.
You flee head over heels.
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
The lone wolf is slinking about in the shadows.

o S HP:Hurt MV:Winded >

You narrate 'otw'


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


o S HP:Hurt MV:Winded >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
*Ayric* is standing here.
*Eran* is standing here, riding a Domani razor.
The lone wolf is slinking about in the shadows.
*Eran* tries to pierce you, but you deflect the blow.

* S HP:Hurt MV:Winded - Eran: Battered > *Ayric* leaves west.
The lone wolf leaves west.
No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Eran: Battered > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Eran: Battered >

You try to pierce *Eran*, but she deflects the blow.
You swiftly dodge *Eran*'s attempt to pierce you.

* S HP:Hurt MV:Winded - Eran: Battered > You panic and attempt to flee!



*Eran* swiftly dodges your attempt to pierce her.
*Eran* tries to pierce you, but you parry successfully.
You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
The lone wolf is slinking about in the shadows.
*Ayric* is standing here.

o S HP:Hurt MV:Winded >
*Ayric* leaves south.
The lone wolf leaves south.
Alas, you cannot go that way...

o S HP:Hurt MV:Winded > A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
The lone wolf is slinking about in the shadows.
*Ayric* is here, fighting Masaj.
Masaj the Darkling Master is here, fighting Ayric.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

o S HP:Hurt MV:Winded >

Alas, you cannot go that way...

o S HP:Hurt MV:Winded >
You pierce the lone wolf's right leg very hard.

o S HP:Hurt MV:Winded - the lone wolf: Wounded >
You do the best you can!


o S HP:Hurt MV:Winded - the lone wolf: Wounded > You do the best you can!


o S HP:Hurt MV:Winded - the lone wolf: Wounded >
You do the best you can!

o S HP:Hurt MV:Winded - the lone wolf: Wounded > You pierce the lone wolf's body
very hard.
You do the best you can!

o S HP:Hurt MV:Winded - the lone wolf: Battered > You do the best you can!

o S HP:Hurt MV:Winded - the lone wolf: Battered >
You swiftly dodge the lone wolf's attempt to hit you.
A boarish trolloc joins Masaj's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins Masaj's fight!
You pierce the lone wolf's head extremely hard.

o S HP:Hurt MV:Winded - the lone wolf: Battered >
Masaj avoids being bashed by *Ayric* who loses his balance and falls!

o S HP:Hurt MV:Winded - the lone wolf: Battered >
Masaj sends *Ayric* sprawling with a powerful bash!


o S HP:Hurt MV:Winded - the lone wolf: Battered >

You panic and attempt to flee!



A myrddraal slashes Ayric's body hard.
The lone wolf swiftly dodges a boarish trolloc's attempt to cleave him.
A boarish trolloc cleaves the lone wolf's right foreleg extremely hard.
You swiftly dodge the lone wolf's attempt to hit you.
Masaj slashes *Ayric*'s left foot into bloody fragments!


You flee head over heels.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
The lone wolf is here, fighting a boarish trolloc.
*Ayric* is sitting here.
Masaj the Darkling Master is here, fighting Ayric.
A boarish trolloc is here, fighting the lone wolf.
A boarish trolloc is here, fighting the lone wolf.
A myrddraal is here, fighting Ayric.

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

o S HP:Hurt MV:Winded > You pierce the lone wolf's left foreleg very hard.

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Beaten >
A
Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
The lone wolf is here, fighting a boarish trolloc.
*Ayric* is here, fighting Masaj.
Masaj the Darkling Master is here, fighting Ayric.
A boarish trolloc is here, fighting the lone wolf.
A boarish trolloc is here, fighting the lone wolf.
A myrddraal is here, fighting Ayric.

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Beaten >

You
pierce the lone wolf's body very hard.
The lone wolf tries to hit a boarish trolloc, but it parries successfully.
A myrddraal tries to slash Ayric, but he parries successfully.
A boarish trolloc cleaves the lone wolf's head into bloody fragments!
A boarish trolloc cleaves the lone wolf's right foreleg very hard.
*Ayric* slashes Masaj's right arm.
Masaj tries to slash *Ayric*, but he parries successfully.
You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >
You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

You do the best you can!

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

You do the best you can!

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >
You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >
You do the best you can!

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >
You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

Masaj panics, and attempts to flee!
Grrrrrrrrr...


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

You do the best you can!

o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >
You do the best you can!


o S HP:Hurt MV:Winded - a boarish trolloc: Scratched - the lone wolf: Critical >

You pierce the lone wolf's body very hard.
The lone wolf is dead! R.I.P.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear the lone wolf's death cry.
The lone wolf stops following Ayric.
A myrddraal slashes Ayric's head hard.
*Ayric* slashes Masaj's left leg hard.
Masaj tries to slash *Ayric*, but he deflects the blow.
Masaj leaves north.
You try to pierce *Ayric*, but he deflects the blow.

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt > You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt > You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You try to pierce
*Ayric*, but he dodges the attack.
You do the best you can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
The corpse of the lone wolf is lying here.
*Ayric* is here, fighting a myrddraal.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A myrddraal is here, fighting Ayric.

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You do the best you
can!


o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt > You do the best you
can!


o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
*Ayric* panics, and
attempts to flee!
You do the best you can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You do the best you
can!

o S HP:Hurt MV:Winded - a myrddraal: Healthy - Ayric: Hurt >
You try to pierce
*Ayric*, but he deflects the blow.
A boarish trolloc joins a myrddraal's fight!
A boarish trolloc joins a myrddraal's fight!
*Ayric* tries to slash a myrddraal, but he deflects the blow.
A myrddraal slashes Ayric's left leg hard.
*Ayric* leaves north.
Masaj narrates 'going balc'
They aren't here.

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

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

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

o S HP:Hurt MV:Winded >
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
*Ayric* is standing here.

o S HP:Hurt MV:Winded >
You try to pierce *Ayric*, but he parries successfully.

o S HP:Hurt MV:Winded - Ayric: Wounded > No way! You're fighting for your life!

o S HP:Hurt MV:Winded - Ayric: Wounded >

Players in your Zone
--------------------
Jaimie - A Trolloc Camp
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Winded - Ayric: Wounded >
You panic and attempt to flee!



*Ayric* tries to slash you, but you deflect the blow.
*Ayric* panics, and attempts to flee!


Masaj narrates '30 hps'



*Ayric* leaves south.
You flee head over heels.
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
*Eran* is standing here, riding a Domani razor.
A tall, ramshorned trolloc is here, commanding.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]

o S HP:Hurt MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.

o S HP:Hurt MV:Winded >
The fence seems to be closed.

o S HP:Hurt MV:Winded > Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
East: A hideous trolloc is here, in a world of hurt.
Up: A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.

o S HP:Hurt MV:Winded > You narrate 'ok'

o S HP:Hurt MV:Winded >

Masaj narrates 'come here'

o S HP:Hurt MV:Winded >
Players in your Zone
--------------------
Jaimie - Tower Entrance
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Winded >
Second Floor Of The Tower
Cobwebs cling to the ancient masonry of the tower, as well as to the old
stone stairs that you were moving on. Looking around, you see no signs of
life, but you can't shake the feeling that this tower is not uninhabited.
Stairs lead up, further into the tower, and down, to the entrance.
[ obvious exits: U D ]
Up: A wolfish trolloc is here, howling for blood.
Down: A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Hurt MV:Winded >
Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: Masaj the Darkling Master is standing here.
Down: A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.

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

o S HP:Hurt MV:Winded >
On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

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

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


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

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

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


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


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

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

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

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

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

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

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

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

o S HP:Hurt MV:Winded >




Your heartbeat calms down more as you feel less
panicked.
You say 'max engage here sucks'

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

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

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

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

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

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

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


o S HP:Scratched MV:Winded > A wolfish trolloc is here, howling for blood.


o S HP:Scratched MV:Winded > On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.


o S HP:Scratched MV:Winded >
Masaj nods in agreement.
Players in your Zone
--------------------
Jaimie - On A Balcony
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

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

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

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

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

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


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


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

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

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

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


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

o S HP:Scratched MV:Winded > A wolfish trolloc is here, howling for blood.


o S HP:Scratched MV:Winded >
On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

o S HP:Scratched MV:Winded > Players in your Zone
--------------------
Jaimie - On A Balcony
Masaj - On A Balcony
You catch a faint scent of a horse nearby.


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

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

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

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

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

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

o S HP:Scratched MV:Winded > Players in your Zone
--------------------
Jaimie - On A Balcony
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >

They aren't here.

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

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


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


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

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


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

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

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

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

o S HP:Scratched MV:Winded >
On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

o S HP:Scratched MV:Winded >

A wolfish trolloc is here, howling for blood.

o S HP:Scratched MV:Winded >
Players in your Zone
--------------------
Jaimie - On A Balcony
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

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

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

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

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


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

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

o S HP:Scratched MV:Winded >

You are a 558 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 23.6 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 143, Dodging bonus: 145, Parrying bonus: 139
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Scratched MV:Winded >
On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

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

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

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

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

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

o S HP:Scratched MV:Winded > You have 359(391) hit and 120(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 93 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

o S HP:Scratched MV:Winded >

Players in your Zone
--------------------
Jaimie - On A Balcony
Masaj - On A Balcony
You catch a faint scent of a horse nearby.

o S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Down: A hideous trolloc is here, in a world of hurt.
Masaj the Darkling Master is standing here.
A wolfish trolloc is here, howling for blood.
They aren't here.

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


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


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

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

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

o S HP:Scratched MV:Winded >
*Ayric* has arrived from below.

o S HP:Scratched MV:Winded >
*Ayric* slashes Masaj's body.

o S HP:Scratched MV:Winded >

You say 'get 50 hp so i can try'


o S HP:Scratched MV:Winded >
*Ayric* swiftly dodges your attempt to pierce him.

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Wounded >
You do the best
you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Wounded >
Masaj panics,
and attempts to flee!
You do the best you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Wounded >
You do the best
you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Wounded >
You do the best
you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Wounded >
Masaj leaves
down.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* tries to slash you, but you
parry successfully.
Ayric swiftly dodges a wolfish trolloc's attempt to cleave him.
You try to pierce *Ayric*, but he deflects the blow.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
Masaj has arrived from below.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* swiftly dodges your attempt
to pierce him.
Masaj tries to slash *Ayric*, but he deflects the blow.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* panics, and attempts to
flee!
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* leaves north.
They aren't here.

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


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

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

o S HP:Scratched MV:Winded >

They aren't here.

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


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

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

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


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


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

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

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

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

o S HP:Scratched MV:Winded > You follow Masaj.

On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
*Ayric* is here, fighting a hideous trolloc.
A muzzled trolloc is here, fighting Ayric.
A hideous trolloc is here, fighting Ayric.
A ramshorned trolloc is here, fighting Ayric.
A ramshorned trolloc is here, fighting Ayric.
A myrddraal is here, fighting Ayric.
The fighting is too thick and heavy for you to enter the fray!

o S HP:Scratched MV:Winded > The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded > A myrddraal tries to slash Ayric, but he deflects
the blow.
A ramshorned trolloc tries to cleave Ayric, but he deflects the blow.
A ramshorned trolloc tries to cleave Ayric, but he parries successfully.
A muzzled trolloc tries to cleave Ayric, but he dodges the attack.
A hideous trolloc tries to cleave Ayric, but he dodges the attack.
The fighting is too thick and heavy for you to enter the fray!

o S HP:Scratched MV:Winded > The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >
The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >
*Ayric* leaves south.
They aren't here.

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


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


o S HP:Scratched MV:Winded >
A hideous trolloc leaves south.
A muzzled trolloc leaves south.
You say 'he dlien off mobs'

o S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: A tall, ramshorned trolloc is here, commanding.
Down: A hideous trolloc is here, in a world of hurt.
Masaj the Darkling Master is standing here.
A muzzled trolloc is here, fighting Ayric.
A hideous trolloc is here, in a world of hurt.
*Ayric* is standing here.
A wolfish trolloc is here, howling for blood.
You try to pierce *Ayric*, but he parries successfully.

o S HP:Scratched MV:Winded - Ayric: Hurt >
You try to pierce *Ayric*, but he
deflects the blow.
Masaj slashes *Ayric*'s left foot into bloody fragments!
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded > *Ayric* tries to slash you, but you
parry successfully.
You try to pierce *Ayric*, but he parries successfully.
A muzzled trolloc tries to cleave Ayric, but he dodges the attack.
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* panics, and attempts to
flee!
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* leaves north.
They aren't here.

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


o S HP:Scratched MV:Winded > A hideous trolloc leaves north.
A muzzled trolloc leaves north.
They aren't here.


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

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

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

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


o S HP:Scratched MV:Winded > Masaj leaves north.
You follow Masaj.

On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A wolfish trolloc is here, howling for blood.
Masaj the Darkling Master is standing here.
A muzzled trolloc is here, fighting Ayric.
A hideous trolloc is here, fighting Ayric.
*Ayric* is standing here.
A ramshorned trolloc is here, fighting Ayric.
A ramshorned trolloc is here, fighting Ayric.
A myrddraal is here, fighting Ayric.
You pierce *Ayric*'s body extremely hard.


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* panics, and attempts to
flee!
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
Masaj leaves south.
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded > You pierce *Ayric*'s left foot
extremely hard.
A myrddraal slashes Ayric's body very hard.
A ramshorned trolloc tries to cleave Ayric, but he deflects the blow.
Ayric swiftly dodges a ramshorned trolloc's attempt to cleave him.
A muzzled trolloc tries to cleave Ayric, but he parries successfully.
A hideous trolloc tries to cleave Ayric, but he parries successfully.
You try to pierce *Ayric*, but he deflects the blow.
You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded >
You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!


o S HP:Scratched MV:Winded - Ayric: Wounded > You do the best you can!

o S HP:Scratched MV:Winded - Ayric: Wounded >
*Ayric* leaves south.
They aren't here.

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

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

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


o S HP:Scratched MV:Winded >
Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Down: *Ayric* is here, fighting Masaj.
A wolfish trolloc is here, howling for blood.

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

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

o S HP:Scratched MV:Winded > A hideous trolloc has arrived from the north.
A muzzled trolloc has arrived from the north.
They aren't here.

o S HP:Scratched MV:Winded > Second Floor Of The Tower
Cobwebs cling to the ancient masonry of the tower, as well as to the old
stone stairs that you were moving on. Looking around, you see no signs of
life, but you can't shake the feeling that this tower is not uninhabited.
Stairs lead up, further into the tower, and down, to the entrance.
[ obvious exits: U D ]
Up: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Down: A beaked trolloc is here, scouting.
*Ayric* is here, fighting Masaj.
Masaj the Darkling Master is here, fighting Ayric.
A Dha'vol trolloc is here, fighting Ayric.
A hideous trolloc is here, in a world of hurt.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Scratched MV:Winded > The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >


*Ayric* panics, and attempts to flee!

o S HP:Scratched MV:Winded >
The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >
The fighting is too thick and heavy for you to
enter the fray!


o S HP:Scratched MV:Winded > The fighting is too thick and heavy for you to
enter the fray!


o S HP:Scratched MV:Winded >
The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >
The fighting is too thick and heavy for you to
enter the fray!

o S HP:Scratched MV:Winded >
Masaj sends *Ayric* sprawling with a powerful bash!
You pierce *Ayric*'s body very hard.


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Battered > You pierce
*Ayric*'s body very hard.
A hideous trolloc joins a Dha'vol trolloc's fight!
A Dha'vol trolloc cleaves Ayric's head into bloody fragments!
Masaj slashes *Ayric*'s right leg into bloody fragments!
A hideous trolloc has arrived from above.
A muzzled trolloc has arrived from above.
You do the best you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Beaten > You do the best
you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Beaten >
You do the best
you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Beaten > Masaj narrates 's
d '
You do the best you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Beaten >
You pierce *Ayric*'s
left leg extremely hard.
You do the best you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical > You do the best
you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical > You do the best
you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical > Mood changed
to: Berserk


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical >
A muzzled
trolloc leaves up.
You do the best you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical >
You do the best
you can!

o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical >
You do the best
you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical > You do the best
you can!


o S HP:Scratched MV:Winded - Masaj: Critical - Ayric: Critical >
A hideous
trolloc cleaves Ayric's body very hard.
*Ayric* panics, and attempts to flee!
You pierce *Ayric*'s body very hard.
*Ayric* panics, and attempts to flee!
*Ayric* leaves up.
A hideous trolloc leaves up.
They aren't here.

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

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

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

o S HP:Scratched MV:Winded >
You don't see an al here.


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

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

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

o S HP:Scratched MV:Winded >
Masaj leaves up.
You follow Masaj.

Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: A tall, ramshorned trolloc is here, commanding.
Down: *Ayric* is standing here.
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A wolfish trolloc is here, howling for blood.
They aren't here.


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


o S HP:Scratched MV:Winded > Masaj leaves north.
You follow Masaj.

On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
South: A hideous trolloc is here, in a world of hurt.
Masaj the Darkling Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.
They aren't here.

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

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

o S HP:Scratched MV:Winded >

You follow Masaj.

Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
North: A tall, ramshorned trolloc is here, commanding.
Down: A hideous trolloc is here, in a world of hurt.
Masaj the Darkling Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A wolfish trolloc is here, howling for blood.
Alas, you cannot go that way...

o S HP:Scratched MV:Winded >
Second Floor Of The Tower
Cobwebs cling to the ancient masonry of the tower, as well as to the old
stone stairs that you were moving on. Looking around, you see no signs of
life, but you can't shake the feeling that this tower is not uninhabited.
Stairs lead up, further into the tower, and down, to the entrance.
[ obvious exits: U D ]
Up: Masaj the Darkling Master is standing here.
Down: A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Scratched MV:Winded > Masaj has arrived from above.
Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
East: A hideous trolloc is here, in a world of hurt.
Up: Masaj the Darkling Master is standing here.
A beaked trolloc is here, scouting.


o S HP:Scratched MV:Winded >
A hideous trolloc has arrived from above.
A Dha'vol trolloc has arrived from above.
A hideous trolloc has arrived from above.


o S HP:Scratched MV:Winded > Masaj has arrived from above.
You narrate 'd'

o S HP:Scratched MV:Winded >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.

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


* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
You try to calm down, but can't.

* S HP:Scratched MV:Winded > Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Scratched MV:Winded > Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Scratched MV:Winded >

Masaj leaves east.
You follow Masaj.

Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Winded >
You follow Masaj.

Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A raven is here, watching.
They aren't here.


* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A sickly, skinny deer stands here in a daze.
They aren't here.

* S HP:Scratched MV:Winded >
You follow Masaj.

Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A spotted jaguar opens its eyes lazily.
A cute brown deer eyes you nervously.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A cute brown deer eyes you nervously.
A wild boar runs through the forest.
A handsome stag stands here, ready to run.
A jaguar, chewing on its prey, looks at you.
They aren't here.

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

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

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

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

A Forested Path Through the Borderlands
The dirt path through the forest takes a bend to the east here, curving its way
around a rather large tree. Shrubs grow thickly in the space left by the giant
trees, and lightly line the path through the forest. Small rocks are littered
about the path, making the ground very uneven.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
A handsome stag stands here, ready to run.
A sickly, skinny deer stands here in a daze.
They aren't here.


* S HP:Scratched MV:Winded > You follow Masaj.

Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A wild boar runs through the forest.
They aren't here.


* S HP:Scratched MV:Winded >


A forest boar leaves south.
The day has begun.
Your heartbeat calms down more as you feel less panicked.
You follow Masaj.

Forested Borderlands
Short bushes and shrubs make their home beneath the tall trees that seem to
rule the landscape. Green is the overpowering color of the forest, broken
occassionally by a stray bed of wildflowers blooming in beautiful pinks and
yellows. Vines and moss make their homes on the trunks of the trees, and moss
coated rocks lay tossed about the forest floor.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
A wild boar runs through the forest.
They aren't here.


* S HP:Scratched MV:Tiring > Masaj leaves east.
You follow Masaj.

Forested Borderlands
Thick trunks of the large trees that grow in the forest take up most of the
room on the flat ground. To the south, partially blocked by a growth of short
bushes and shrubs, a small campfire has been set up in a lightly wooded area.
All around, the thick forestland covers everything for miles.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Tiring > Masaj leaves east.
You follow Masaj.

Forested Borderlands
Tangled growth from thick bushes covers the ground between the trees, making
travel through this part of the forest difficult. A large boulder is nestled
between a few of the larger trees, creating a home for a soft crop of moss that
coats one side of the rock,and flourishes in the damp dimness that encases the
forest. The deep forest expands out in every direction for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A handsome stag stands here, ready to run.
They aren't here.

* S HP:Scratched MV:Tiring >
Masaj leaves east.
You follow Masaj.

Forested Borderlands
To the north, a path cuts its way through the dense forest, and it forced to
curve around a massive tree that lies to the northeast, making the path wind
around and end up situated to the east. Huge trunks of the trees make a maze
through the forest, and the dense undergrowth makes navigating this maze
difficult. Small wildflowers add a cheery brightness in hues of pink and yellow
to the otherwise green environment.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Tiring > Masaj leaves east.
You follow Masaj.

A Forested Path Through the Borderlands
The small path takes a bend to the east as it continues on its way through the
forest or winds its way to the north. Massive trees line the path and the green
leaves that line their branches block out the sky, casting shadows about on the
ground. Small bushes and shrubs also line the path, and tiny wildflowers
struggle to bloom and survive against the larger plants.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
A giant bee preys on small animals.
They aren't here.


* S HP:Scratched MV:Tiring > Masaj leaves east.
You follow Masaj.

A Forested Path Through the Borderlands
This small, dirt path runs through the forest, traveling to the north, or
curving its way to the east. Large trees line the path, and the thick green
leaves of the trees form a network that blocks out the view of the sky. Bushes
line the path and fight for space against the small wildflowers that bloom
crazily along the path and beside the bushes and trees.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
A handsome stag stands here, ready to run.
A wild hog snorts angrily, pawing at the ground.
They aren't here.


* S HP:Scratched MV:Tiring >
Masaj leaves south.
You follow Masaj.

Forested Borderlands
The trees grow so thick here that it is hard to distinguish between day and
night. Small animal trails run in and out of the underbrush where rodents
and other creatures make their way throught the forest. A trail lies in a
small opening of the trees to the north and to the east while the dense,
thickening forest extends off to the west. It would not take much more than
a smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
A sickly, skinny deer stands here in a daze.
A black cat meanders to an unknown destination.
They aren't here.

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

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


* S HP:Scratched MV:Winded > Masaj leaves east.
You follow Masaj.

A Forested Path Through the Borderlands
A small path seems to form here and heads through the thick forest that
lines the terrain to the north. Thick branches intertwine among the trees
making it hard to distiguish what limbs belong to which trees. The path is
merely flattened and trampled underbrush made through the easiest route
through the trees. The path continues north. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
They aren't here.


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

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

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

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

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

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

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

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

A Shady Valley
This valley offers a panoramic view of the green hills that are so
characteristic of this region. Trees of all kinds and ages dot the peaceful
landscape. Beneath the canopy of leaves, insects chirp and buzz in seeming
harmony. Sounds of flowing water come from the south. It would not take
much more than dropping a smouldering cinder to set off a massive forest
fire in the surrounding area.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A baby raccoon tumbles around, searching for something to eat.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.
They aren't here.

* S HP:Scratched MV:Winded > Masaj leaves east.
You follow Masaj.

A Gentle Slope
Angling up from the valley to the west, green grass covers this slope. A
light breeze blows from the west, as though encouraging you to go up the
hill. On the top of the hill, a lonely tower watches over the valley,
surveying the entire region. To the south more rolling hills color the
landscape. A hilltop can be seen east of here. It would not take much more
than dropping a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

On Top of a Hill
A mild breeze swirls around the hills, creating tiny whirlwinds of fallen
leaves. Eyes of some bird hidden by the foliage of a nearby tree gaze down
curiously at the spectacle created by the bipeds. A little path leads to the
foot of a tall tower to the south. The hills slopes off gently to the east and
west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.
A wild hog snorts angrily, pawing at the ground.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

On a Hillside
This part of the hills seem to be the favored place of residence of the local
animals. More sounds of animal activities come within hearing. From a distance
the howls of wolves chill the still air. Green hills span the most of the
easter and southern horizons. To the west, faint signs of a trail lead to a
hilltop.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A cute brown deer eyes you nervously.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

Green Hills
Vegetation continues to grow denser. Bushes give way to higher and larger
trees. To the south are a few brown hills that now resemble dried grassland. To
the west are lush hills. To the east is a very tall hill with a flat top.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
A spotted jaguar opens its eyes lazily.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

The Dusty Road
The old, worn road, bordered by light forest to either side, stretches on
through the plains to the west here. To the east, it leads deeper into the
forest, where the forest bordering the road also seems to get thicker. You
can see the tip of a gray tower poking out through the treetops to the
northeast.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Winded > Masaj leaves east.
You follow Masaj.

The Dusty Road
To the west, you can barely see the road leading to plains just beyond the
forest. Here, the old road is bordered by thick forest to either side, and
you can move off the road with little difficulty. Looking around, you spot
a tower poking up through the treetops to the northeast.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Winded >
You follow Masaj.

The Dusty Road
The forest is so thick to either side of the road that movement off the
road becomes impossible. Above the trees to the northeast, the tip of a
gray tower looms over the trees. To the west, the forest bordering the road
gets lighter, while to the east, the forest only seems to grow thicker.
[ obvious exits: E W ]
Masaj the Darkling Master is standing here.
They aren't here.

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

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

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

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

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

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

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

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

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

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

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


* S HP:Scratched MV:Winded > Masaj leaves west.
You follow Masaj.

The Dusty Road
To the west, you can barely see the road leading to plains just beyond the
forest. Here, the old road is bordered by thick forest to either side, and
you can move off the road with little difficulty. Looking around, you spot
a tower poking up through the treetops to the northeast.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


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

* S HP:Scratched MV:Winded > Masaj leaves west.
You follow Masaj.

The Dusty Road
The old, worn road, bordered by light forest to either side, stretches on
through the plains to the west here. To the east, it leads deeper into the
forest, where the forest bordering the road also seems to get thicker. You
can see the tip of a gray tower poking out through the treetops to the
northeast.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

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

* S HP:Scratched MV:Winded > Masaj leaves south.
You follow Masaj.

The Dusty Road
As the road continues from the bend just north of here it cuts through
forest on either side as it winds its way from Fal Dara to Tar Valon.
Dust kicks up beneath your feet, dirtying your gear.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Winded >
You follow Masaj.

Brown Hills
The ground crunches beneath your heavy footsteps as if crying out for rain
that will eventually rejuvinate these hills. Tiny saplings struggle to shoot
heavenward, slowly overcoming the overwhelming odds left by a recent
conflagration. To the north and east are more burned hills. To the south,
the fields of a farm can be seen.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A Shienaran scout blends into the surroundings here.
A wild hog snorts angrily, pawing at the ground.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.

* S HP:Scratched MV:Winded >
Masaj leaves west.
You follow Masaj.

Green Hills
Small animals wander around in the low bushes hunting for food. Birds fly
spritely from branch to branch, feeding their young and building nests.
To the west is a tall watch tower. To the east are some very brown hills.
You notice hills with denser trees to the west, separated from the tilled
field to the south by a high fence.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
A cute brown deer eyes you nervously.
A raven is visible flying high in the sky.
A young and strong buck is here, munching some grass.
The short gray wolf very fine person, gender being but a construct of society is foraging for food here.
A young and strong buck is here, munching some grass.

* S HP:Scratched MV:Winded >

You follow Masaj.

A Fallow Field
The earth under your feet is soft and rich, but this entire field had been
left intentionally unused in order to replenish the nutrients in the ground.
Brown and green weeds form an abstract mosaic on the brown background of dirt.
To the north, a tilled field awaits ready to be planted with new crops.
A pungent odor wafts in from the south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
Stalking within the shadows, a man watches you in anger.
Ok.

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

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

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


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


* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

Mushroom Field
Mushrooms, mushrooms, and more mushrooms. Whoever owns this farm certainly
likes mushrooms. Brown hills extend over the horizon to the north. To the
south stands a small structure that looks like a stable. To the east,
fields recently tilled await the sowing of seeds.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.
A raven is here flying around.
A cute brown deer eyes you nervously.
A spotted horse wanders skittishly around here.
They aren't here.


* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

The Dusty Road
This well-travelled road winds its way through the forests on either side.
Many tracks cover the hard-packed earth upon which you trod, leading
north and south connecting Fal Dara to the isle of Tar Valon.
[ obvious exits: N E S W ]
South: Sickly, wilted grass blankets the ground, intermixed with dry sand.
Masaj the Darkling Master is standing here.
They aren't here.

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

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Beginning of a Dusty Road
Fal Dara lies to the northeast, along the road that heads northwards from
here. Steep hills border the road with the occasional stand of trees near
the road. Horse tracks dot the roadside as the Shienaran patrols criss-cross
their lands.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
They aren't here.

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

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Between Two Cliffs
The road follows a wide gully, leading south towards Tar Valon. On both
sides, towering cliffs overlook the road. Shienaran soldiers posted on
the heights could see trouble coming from far off, and have the
strategic advantage as well.
[ obvious exits: N S ]
North: Sickly, wilted grass blankets the ground, intermixed with dry sand.
Masaj the Darkling Master is standing here.
They aren't here.

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

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Curve in the Road
Here the road bends to the west and continues towards Fal Dara to the
north. A well-beaten path leads off to the east and up towards the cliffs
that flank the road.
[ obvious exits: N E W ]
Masaj the Darkling Master is standing here.
They aren't here.


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


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


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

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

* S HP:Scratched MV:Winded >
You follow Masaj.

Southward Bend
The road leads off towards a farm to your west and climbs a steep hill
to your north. You could follow the road on around towards the east
where it leads to Fal Dara's towering grey walls.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Road Around a Hill
The road veers around a hill, headed west. The towers of Fal Dara can
be seen to the north, jutting above the steep hills. Some of the trees
seen from the road have been split apart by the harsh Shienaran winter.
[ obvious exits: N W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves west.
You follow Masaj.

Fal Dara Road
The road straightens out at the foot of a steep hill and heads off
towards the south. To the east it curves again on its meandering way
towards Fal Dara. A tree overlooking the road here has had branches
shorn off, perhaps for firewood.
[ obvious exits: E S ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

On the Long Road
The road runs north and south here, steadily moving through the
hills of Shienar. Occasionally a twisted tree can be spotted amongst
the other trees, a victim of the ever-advancing Blight.
[ obvious exits: N E S W ]
South: A Shienaran scout blends into the surroundings here.
Masaj the Darkling Master is standing here.
They aren't here.

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

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

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

* S HP:Scratched MV:Winded >
Masaj leaves east.
You follow Masaj.

Path Into the Foothills
Leaving the road behind, the foothills spread out to the east and
south. Occasionally horse droppings can be seen - a reminder of the
vigilance of the Shienaran mounted patrols. The hills will envelop the
unwary, and one never knows what might lie beyond the next rise.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary >
You follow Masaj.

Through the Hills
The hills are sharp and rocky here and traveling is slower than it
would be on the road. Steep climbs and sudden dropoffs seem to guide
the way. Stunted brush and the occasional group of trees provide excellent
hiding for whatever might lurk just over the next hill.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
A falcon with long, brown feathers circles in a slow hunting pattern.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

Nestled in the Hills
The hills surround you here. Scraggly bushes seem to reach out to snag at
you. Something half-glimpsed slithers into a hole as you approach. It seems
as if the Blight is not so far away after all.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A cute brown deer eyes you nervously.
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

Among the Hills
While not the highest, this hill provides a decent view. To the west a
glimpse of the road can be seen, and to the southeast it appears as if
smoke or steam is rising from a small cave. Much can be gleaned by watching
from here.
[ obvious exits: S W ]
Masaj the Darkling Master is standing here.
An antelope blends into the scenery.
A tough Shienaran soldier waits here.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves south.
You follow Masaj.

Winding Through the Hills
The rise and fall of the hills continues on. Here and there small trees
cling to life and the occasional flower can be seen in the tough and thorny
grasslands.
[ obvious exits: N E ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

At a Bare Foundation
Long ago a house appears to have stood here. Now all the walls have fallen
into grass covered mounds and only a stone foundation remains. The hills
silently surround what man has made and keep their secrets.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A cute brown deer eyes you nervously.
An antelope blends into the scenery.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

End Of The Barren Trail
This small, shrouded trail finally comes to an end after winding through
the woods of Shienar. Off to the west some kind of foundation rises from
the ground. The trail does head back off south to begin its journey back to
Fal Dara. A grouping of trees lies to the east.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves south.
You follow Masaj.

A Twist In The Trail
In this case it is definitely the woods forcing the path of the trail which
goes off to the north and east. The path is littered with the leaves and
branches fallen from the trees. A canopy of branches streches up above
almost blocking out any view of the sky. A foul stench wafts from the west.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

A Turn In The Trail
A large cove of trees springs into view to the north forcing the trail to
make a curve to the east. Off in the east the trail makes another turn as
well. South is also an option with the trail running along the cliff face.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves east.
You follow Masaj.

Forrested Ridge
The tops of trees overtake the view to the west. A ridge drops straight
down in that direction as well, with small pebbles and dirt free falling
when the earth is given too much vibration. The ridge continues to both the
north and south. Going east would eventually bring someone to Fal Dara.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A Shienaran scout blends into the surroundings here.
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves north.
You follow Masaj.

Forrested Ridge
For as much as the land is wooded to the west down a tall ridge, the
surrounding terrain to the north, east and south is pretty much devoid of
trees. Trees do appear to the south off in the distance, but that is a ways
off. Fal Dara's towers can be seen on the horizon to the east.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves north.
You follow Masaj.

Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A shaggy brown mare stands here.
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves north.
You follow Masaj.

Approaching Fal Dara
No one coming from this way toward Fal Dara has a chance of approaching
unannounced. The land is oddly flat and the watchtowers of Fal Dara can be
seen to the east with ease. Hills begin a slow roll to the west and a cliff
seems visible in the distance to the north and south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A gray palfrey prances skittishly nearby.
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves north.
You follow Masaj.

Approaching Fal Dara
With the mighty military fortress of Fal Dara looming to the east, this
spot seems to be in perpetual shadows. A cliff drops straight down to the
north, although a small cave is visible directly below. The cliff face
continues along to the west and the land runs off to the south.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary > You are carrying:
Nothing.

* S HP:Scratched MV:Weary >
Masaj narrates 'into dog'

* S HP:Scratched MV:Weary >

Masaj leaves east.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A Shienaran guard patrols here, watching you carefully.
West: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Ayric* is standing here.
A grizzled Shienaran veteran looks on.
A hunter from Illian searches for the fabled Horn of Valere.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Scratched MV:Weary >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: *Ayric* is standing here.
South: A city lamplighter stands nearby, attending his duties.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > You are carrying:
Nothing.

* S HP:Scratched MV:Weary >
You narrate 'he 1e'

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:10 pm

* S HP:Scratched MV:Weary >
You are carrying:
Nothing.

* S HP:Scratched MV:Weary >
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Scratched MV:Weary >
A city lamplighter has arrived from the south.
Masaj narrates 'thought he was for sure dead'
You try to quietly draw a throwing knife from a camouflaged hood.

* S HP:Scratched MV:Weary >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A Shienaran guard patrols here, watching you carefully.
South: A city lamplighter stands nearby, attending his duties.
West: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Ayric* is standing here.
A grizzled Shienaran veteran looks on.
A hunter from Illian searches for the fabled Horn of Valere.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Scratched MV:Haggard >
*Ayric* tries to slash you, but you deflect the
blow.
You do the best you can!

* S HP:Scratched MV:Haggard - Ayric: Critical > [throw ayric]
You throw a throwing knife at *Ayric*.

* S HP:Scratched MV:Haggard - Ayric: Critical >
A throwing knife arcs through the air.

* S HP:Scratched MV:Haggard - Ayric: Critical >

You try to quietly draw a
throwing knife from a half-cape of silk-lined leather.

* S HP:Scratched MV:Haggard - Ayric: Critical > *Ayric* deflects a throwing knife
that was thrown at him.
[throw ayric]
You're too busy at the moment!

* S HP:Scratched MV:Haggard - Ayric: Critical >
A Shienaran gate guard slashes
your body extremely hard.
Masaj narrates 'am beaten'
[throw ayric]
You're too busy at the moment!

* S HP:Scratched MV:Haggard - Ayric: Critical >
A Shienaran gate guard slashes your right foot extremely hard.
The grizzled veteran joins a Shienaran gate guard's fight!
A hunter for the horn tries to pierce you, but you dodge the attack.
*Ayric* tries to slash you, but you deflect the blow.

* S HP:Hurt MV:Haggard - Ayric: Critical >
[throw ayric]
You throw a throwing knife at *Ayric*.

* S HP:Hurt MV:Haggard - Ayric: Critical >
Masaj narrates 'on?'

* S HP:Hurt MV:Haggard - Ayric: Critical >

A throwing knife arcs through the air.

* S HP:Hurt MV:Haggard - Ayric: Critical >

*Ayric* closes the DogGate.

* S HP:Hurt MV:Haggard - Ayric: Critical >
*Ayric* deflects a throwing knife that was thrown at him.

* S HP:Hurt MV:Haggard - Ayric: Critical >
*Ayric* panics, and attempts to flee!


* S HP:Hurt MV:Haggard - Ayric: Critical > You try to quietly draw a throwing
knife from a set of cloth sleeves.

* S HP:Hurt MV:Haggard - Ayric: Critical > A hunter for the horn tries to pierce you, but you dodge the attack.
The grizzled veteran tries to scythe you, but you dodge the attack.
A Shienaran gate guard tries to slash you, but you deflect the blow.
[throw ayric]
You throw a throwing knife at *Ayric*.

* S HP:Hurt MV:Haggard - Ayric: Critical >
*Ayric* leaves south.

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy >
A throwing knife arcs through the air.

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy >

A throwing knife falls
to the ground after being thrown.
You narrate 'ya'

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy >
You get a throwing
knife.
You get a throwing knife.
You get a throwing knife.
a streetlamp: You can't carry that much weight.

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy > You swiftly dodge a
hunter for the horn's attempt to pierce you.
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy > You panic and attempt to flee!



*Ayric* has arrived from the south.
You flee head over heels.
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: *Ayric* is standing here.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.

* S HP:Hurt MV:Haggard > The grizzled veteran has arrived from the north.
You are carrying:
[3] a throwing knife
a sharp, red stone dagger

* S HP:Hurt MV:Haggard >

You are not wielding a weapon.

* S HP:Hurt MV:Haggard > [wield throwing]
You wield a throwing knife.

* S HP:Hurt MV:Haggard >
The grizzled veteran tries to scythe you, but you
deflect the blow.
A city lamplighter joins the grizzled veteran's fight!
You are carrying:
[2] a throwing knife
a sharp, red stone dagger

* S HP:Hurt MV:Haggard - the grizzled veteran: Healthy >
You panic and attempt to flee!


Masaj narrates 'am 7- hps'


A city lamplighter tries to hit you, but you parry successfully.
You try to pierce the grizzled veteran, but he parries successfully.
The grizzled veteran tries to scythe you, but you dodge the attack.
You flee head over heels.
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
North: A grizzled Shienaran veteran looks on.
East: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A black cat meanders to an unknown destination.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Hurt MV:Haggard >
They aren't here.

* S HP:Hurt MV:Haggard >

Masaj narrates '70'


* S HP:Hurt MV:Haggard > You sheath a throwing knife into a camouflaged hood.

* S HP:Hurt MV:Haggard >
[wield throwing]
You wield a throwing knife.

* S HP:Hurt MV:Haggard > You sheath a throwing knife into a half-cape of
silk-lined leather.


* S HP:Hurt MV:Haggard >
[wield throwing]
You wield a throwing knife.

* S HP:Hurt MV:Haggard > You sheath a throwing knife into a set of cloth
sleeves.


* S HP:Hurt MV:Haggard > You are carrying:
a sharp, red stone dagger

* S HP:Hurt MV:Haggard >

Players in your Zone
--------------------
Jaimie - Bend in the Road
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Haggard > Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
North: A Shienaran guard patrols here, watching you carefully.
East: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A black cat meanders to an unknown destination.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Hurt MV:Haggard >
You narrate 'nod'

* S HP:Hurt MV:Haggard >

A Shienaran guard has arrived from the north.

* S HP:Hurt MV:Haggard >
You are not wielding a weapon.

* S HP:Hurt MV:Haggard >
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Hurt MV:Haggard > Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: South: A Shienaran guard patrols here, watching you carefully.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A grizzled Shienaran veteran looks on.
A city lamplighter stands nearby, attending his duties.

* S HP:Hurt MV:Haggard >
A Shienaran guard has arrived from the south.
*Eran* is standing here, riding a Domani razor.
*Ayric* is standing here.
A hunter from Illian searches for the fabled Horn of Valere.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Hurt MV:Haggard >

Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A city lamplighter stands nearby, attending his duties.

* S HP:Hurt MV:Haggard > Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
North: A Shienaran guard patrols here, watching you carefully.
East: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A black cat meanders to an unknown destination.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Hurt MV:Haggard >
A Shienaran guard has arrived from the north.
The grizzled veteran has arrived from the north.

* S HP:Hurt MV:Haggard >
A prophet of the dragon joins the grizzled veteran's fight!
A Shienaran guard joins the grizzled veteran's fight!

* S HP:Hurt MV:Haggard >

You narrate 'eran there now'

* S HP:Hurt MV:Haggard >
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: A man is here.
South: A man walks among the horses here feeding them and rubbing them down.
West: A grizzled Shienaran veteran looks on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.

* S HP:Hurt MV:Haggard > Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A gleeman is here, playing a lute.
East: A figure stands here, ready to collect unwanted things.
South: An anxious young man hovers near his master here.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.

* S HP:Hurt MV:Haggard >
Players in your Zone
--------------------
Jaimie - Merchants Row
You catch a faint scent of a horse nearby.


* S HP:Hurt MV:Haggard >
You have 346(391) hit and 24(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 93 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Haggard > Players in your Zone
--------------------
Jaimie - Merchants Row
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Haggard >
Masaj narrates 'nod'

* S HP:Hurt MV:Haggard >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A gleeman is here, playing a lute.
East: A figure stands here, ready to collect unwanted things.
South: An anxious young man hovers near his master here.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.

* S HP:Hurt MV:Haggard >
[pick gate]
I see no gate here.

* S HP:Hurt MV:Haggard >

Players in your Zone
--------------------
Jaimie - Merchants Row
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Haggard > You are carrying:
Nothing.

* S HP:Hurt MV:Haggard >

A Shienaran guard has arrived from the east.
Masaj narrates 'am a little shocked'

* S HP:Hurt MV:Haggard > You are using:
<held> an oilstone
<worn on finger> a ring of braided gold and silver
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a half-cape of silk-lined leather
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a sharp, red stone dagger
<worn about waist> a tooled leather belt
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* S HP:Hurt MV:Haggard >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
East: A dun mare is here, snorting angrily.
South: A courier hurries along here, on his way to deliver a message.
West: A Shienaran guard patrols here, watching you carefully.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A figure stands here, ready to collect unwanted things.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
An elite Shienaran guard attends his duties.
The Fal Dara town crier stands here, spreading the news.

* S HP:Hurt MV:Haggard >
Masaj narrates 'he didn't die'


* S HP:Hurt MV:Haggard >
Players in your Zone
--------------------
Jaimie - The Crossing
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Haggard >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: A figure stands here, ready to collect unwanted things.
A hanging lantern lights the path.

* S HP:Hurt MV:Haggard > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
A hanging lantern lights the path.

* S HP:Hurt MV:Haggard >

Your heartbeat calms down more as you feel less panicked.

* S HP:Scratched MV:Weary > Masaj narrates 'also didn't see him dline down'
You narrate 'missed 4 throws'

* S HP:Scratched MV:Weary >
Masaj narrates 'wtf'

* S HP:Scratched MV:Weary >
You narrate 'surprised he walked past us'

* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Weary >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
A hanging lantern lights the path.

* S HP:Scratched MV:Weary >

You are carrying:
Nothing.

* S HP:Scratched MV:Weary > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
A hanging lantern lights the path.

* S HP:Scratched MV:Weary >
Masaj narrates 'nod'

* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Weary >

You have 359(391) hit and 59(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 93 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Scratched MV:Weary > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.


* S HP:Scratched MV:Weary > Players in your Zone
--------------------
Jaimie - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Weary >
You narrate 'think he just walked'

* S HP:Scratched MV:Weary >
Masaj narrates 'was him going down visible?'

* S HP:Scratched MV:Weary >
You narrate 'unless he got a good flee'

* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
You catch a faint scent of a horse nearby.


* S HP:Scratched MV:Weary > The master of scouts bellows 'qiqItHgO \kLVkuTPI'
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.

* S HP:Scratched MV:Weary >
You narrate 'naw saw on autoscan'

* S HP:Scratched MV:Weary >
The master of scouts bellows '[obUB IDS uNWkCIP
oSTvPnQ\i oV]qD'
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: A figure stands here, ready to collect unwanted things.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A run-down looking man wanders aimlessly, collecting lost belongings.

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

* S HP:Scratched MV:Weary >

Players in your Zone
--------------------
Jaimie - Before the Keep
You catch a faint scent of a horse nearby.

* S HP:Scratched MV:Weary >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
North: A grizzled Shienaran veteran looks on.
East: A dun mare is here, snorting angrily.
South: A courier hurries along here, on his way to deliver a message.
West: A tough Shienaran soldier waits here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A figure stands here, ready to collect unwanted things.
A grizzled Shienaran veteran looks on.
An elite Shienaran guard attends his duties.
The Fal Dara town crier stands here, spreading the news.

* S HP:Scratched MV:Weary > Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A man is here.
East: A figure stands here, ready to collect unwanted things.
South: An anxious young man hovers near his master here.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tough Shienaran soldier waits here.

* S HP:Scratched MV:Weary >

An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: A tough Shienaran soldier waits here.
South: A man walks among the horses here feeding them and rubbing them down.
West: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.
A grizzled Shienaran veteran looks on.

* S HP:Scratched MV:Weary >
* S HP:Scratched MV:Weary >

Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
East: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.
A black cat meanders to an unknown destination.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Scratched MV:Weary >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: A Shienaran gatekeeper stands here, watching over the gate.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Scratched MV:Weary > Players in your Zone
--------------------
Jaimie - Road Inside the City Walls

* S HP:Scratched MV:Weary >

A Shienaran gatekeeper stands here, watching over the
gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Scratched MV:Weary > Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: A Shienaran gatekeeper stands here, watching over the gate.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.


* S HP:Scratched MV:Weary > Masaj narrates 'yeah think he dlined'
Players in your Zone
--------------------
Jaimie - Road Inside the City Walls


* S HP:Scratched MV:Weary >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A hunter from Illian searches for the fabled Horn of Valere.
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Scratched MV:Weary >
[pick gate]
You realize that the door is already open.

* S HP:Scratched MV:Weary > [throw ayric]
Throw at who?

* S HP:Scratched MV:Weary >

It's already open!

* S HP:Scratched MV:Weary >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
*Eran* is standing here, riding a Domani razor.
*Ayric* is standing here.

* S HP:Scratched MV:Weary > You swiftly dodge *Ayric*'s attempt to slash you.
Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
Masaj - Nearing A Cliff
You catch a smell of horses nearby.
*Eran* leaves east riding a Domani razor.

* S HP:Scratched MV:Weary - Ayric: Critical >
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Critical >
Masaj narrates 'outside '

* S HP:Scratched MV:Weary - Ayric: Critical >
*Ayric* panics, and attempts to
flee!
You narrate 'on 1w'

* S HP:Scratched MV:Weary - Ayric: Critical >
Masaj narrates 'dog'

* S HP:Scratched MV:Weary - Ayric: Critical >
The DogGate closes quietly.
You try to pierce *Ayric*, but he parries successfully.
*Ayric* tries to slash you, but you deflect the blow.
*Ayric* leaves west.
It's already closed!


* S HP:Scratched MV:Weary >
It's already closed!


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
Masaj has arrived from the south.
They aren't here.
Eran calls for the DogGate to be opened.
The DogGate is opened from the other side.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > They aren't here.
*Eran* has arrived from the east, riding a Domani razor.

* S HP:Scratched MV:Weary > You try to pierce *Eran*, but she parries
successfully.

* S HP:Scratched MV:Weary - Eran: Wounded >
*Eran* tries to pierce you, but you
deflect the blow.
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded >
Masaj tries to slash *Eran*, but she
deflects the blow.
You narrate 'aytric w'

* S HP:Scratched MV:Weary - Eran: Wounded >
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
*Eran* is here, fighting YOU!, riding a Domani razor.
Masaj the Darkling Master is here, fighting Eran.

* S HP:Scratched MV:Weary - Eran: Wounded >


Ok.

* S HP:Scratched MV:Weary - Eran: Wounded >
It's already closed!

* S HP:Scratched MV:Weary - Eran: Wounded >
*Eran* tries to pierce you, but you
parry successfully.
You try to pierce *Eran*, but she parries successfully.
It's already closed!

* S HP:Scratched MV:Weary - Eran: Wounded >
It's already closed!


* S HP:Scratched MV:Weary - Eran: Wounded > It's already closed!
*Eran* panics, and attempts to flee!


* S HP:Scratched MV:Weary - Eran: Wounded >
It's already closed!
*Eran* leaves west riding a Domani razor.

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary >
It's already closed!
*Eran* has arrived from the west, riding a Domani razor.

* S HP:Scratched MV:Weary >
Masaj leaves west.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
I see no gate here.

* S HP:Scratched MV:Weary >
I see no gate here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves east.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: *Ayric* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
*Eran* is standing here, riding a Domani razor.
You try to pierce *Eran*, but she parries successfully.

* S HP:Scratched MV:Weary - Eran: Wounded >
*Eran* tries to pierce you, but you
deflect the blow.
You try to pierce *Eran*, but she deflects the blow.
Masaj slashes *Eran*'s body into bloody fragments!
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!
Eran calls for the DogGate to be opened.
The DogGate is opened from the other side.

* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded >
The DogGate closes quietly.
The Fal Dara alarm horn sounds loudly.
*Eran* panics, and attempts to flee!


* S HP:Scratched MV:Weary - Eran: Wounded >
It's already closed!


* S HP:Scratched MV:Weary - Eran: Wounded >
It's already closed!
*Eran* leaves south riding a Domani razor.

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary >
It's already closed!

* S HP:Scratched MV:Weary > Masaj leaves south.
You follow Masaj.

Coach Stop Outside the Walls of Fal Dara
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, but the way south is blocked by
thick brush and bramble.
[ obvious exits: N W ]
Masaj the Darkling Master is standing here.
*Eran* is standing here, riding a Domani razor.
A bearded coachman stands here, waiting for passengers.
You try to pierce *Eran*, but she deflects the blow.

* S HP:Scratched MV:Weary - Eran: Wounded >
Masaj tries to slash *Eran*, but she
parries successfully.
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > Coach Stop Outside the Walls of Fal
Dara
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, but the way south is blocked by
thick brush and bramble.
[ obvious exits: N W ]
Masaj the Darkling Master is here, fighting Eran.
*Eran* is here, fighting YOU!, riding a Domani razor.
A bearded coachman stands here, waiting for passengers.

* S HP:Scratched MV:Weary - Eran: Wounded >
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Scratched MV:Weary - Eran: Wounded >

No way! You're fighting for your
life!
*Eran* panics, and attempts to flee!

* S HP:Scratched MV:Weary - Eran: Wounded >
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!


* S HP:Scratched MV:Weary - Eran: Wounded >
No way! You're fighting for your
life!


* S HP:Scratched MV:Weary - Eran: Wounded >
*Eran* tries to pierce you, but you
deflect the blow.
You pierce *Eran*'s right arm very hard.
You do the best you can!
*Eran* panics, and attempts to flee!

* S HP:Scratched MV:Weary - Eran: Wounded >
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded >
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded >
Masaj sends *Eran* sprawling with a
powerful bash!
You do the best you can!


* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!


* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!


* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded >
You do the best you can!

* S HP:Scratched MV:Weary - Eran: Wounded > You are carrying:
Nothing.

* S HP:Scratched MV:Weary - Eran: Wounded >
Masaj slashes *Eran*'s head into bloody fragments!
You pierce *Eran*'s body very hard.
You pierce *Eran*'s body very hard.

* S HP:Scratched MV:Weary - Eran: Battered >

You do the best you can!

* S HP:Scratched MV:Weary - Eran: Battered >
You do the best you can!
*Eran* leaves west riding a Domani razor.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves north.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Haggard >
They aren't here.

* S HP:Scratched MV:Haggard >
The DogGate closes quietly.
They aren't here.

* S HP:Scratched MV:Haggard > They aren't here.

* S HP:Scratched MV:Haggard >
They aren't here.

* S HP:Scratched MV:Haggard >
They aren't here.

* S HP:Scratched MV:Haggard >
They aren't here.

* S HP:Scratched MV:Haggard > They aren't here.

* S HP:Scratched MV:Haggard >
Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
Masaj - Outside the Dog Gate

* S HP:Scratched MV:Haggard >
The lock quickly yields to your skills.

* S HP:Scratched MV:Haggard >
Draz calls for the DogGate to be opened.
The DogGate is opened from the other side.

* S HP:Scratched MV:Haggard >
Masaj leaves west.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Haggard >
You say 'going for ayric'

* S HP:Scratched MV:Haggard >
You say '?'

* S HP:Scratched MV:Haggard >

Masaj narrates 'draz'

* S HP:Scratched MV:Haggard >
Masaj looks pretty hurt.

* S HP:Scratched MV:Haggard > Arglebargle, glop-glyf!?!

* S HP:Scratched MV:Haggard >
Masaj leaves south.
You follow Masaj.

On The Outskirts
With the fortress of Fal Dara looming off to the east, the journey to and
from the area is quite easy. Even with the land ascending to the east, it
is level land devoid of hills in the immediate area. Off in the distance to
the north the land comes to an abrupt end while the land continues its roll
to the south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
*Draz* is standing here, riding a gray palfrey.
*Draz* leaves south riding a gray palfrey.

* S HP:Scratched MV:Haggard >
Players in your Zone
--------------------
Jaimie - On The Outskirts
Masaj - On The Outskirts
You catch a smell of horses nearby.

* S HP:Scratched MV:Haggard >
Masaj leaves south.
You follow Masaj.

On The Outskirts
Despite the level ground that runs off to the north and west, the way south
becomes much more hilly and begins to pick up some shrubbery along the
ground. To the east stands a thicket that hinders movement in that
direction.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
*Draz* is standing here, riding a gray palfrey.
You narrate 'ah'

* S HP:Scratched MV:Haggard >

Masaj tries to slash *Draz*, but he parries successfully.


* S HP:Scratched MV:Haggard > You try to pierce *Draz*, but he deflects the blow.

* S HP:Scratched MV:Haggard - Masaj: Beaten - Draz: Healthy > You do the best
you can!

* S HP:Scratched MV:Haggard - Masaj: Beaten - Draz: Healthy >
You pierce *Draz*'s
left leg very hard.
*Draz* strikes Masaj's body.
Your heartbeat calms down more as you feel less panicked.

Draz has a few scratches.

*Draz* is using:
<used as light> a mirrored lantern
<worn on head> a camouflaged hood
<worn around neck> a sapphire collar
<slung on back> a leather baldric
<worn on arms> a pair of tooled leather sleeves
<worn on hands> a fine pair of light, buckskin gloves
<wielded two-handed> a red and gold tasseled spear
<worn on legs> a pair of ornately tooled leather leggings
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a pearl-handled sabre
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Kodiak the Trolloc slain in the Blasted Lands
the severed head of Fong the Trolloc slain in the Blight
a dull black shield
a dagger
a mutton shank
a set of finely-spun cloth sleeves
a leather water flask

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched >


You do the best
you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched >
You do the best
you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched > You do the best
you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched > You do the best
you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched >
You pierce *Draz*'s body extremely hard.

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched >
Masaj sends *Draz*
sprawling with a powerful bash!
You do the best you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Scratched >

You pierce *Draz*'s
left hand hard.
Masaj slashes *Draz*'s body into bloody fragments!
You do the best you can!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt > You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt >
Masaj looks at *Draz*.
You do the best you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt > Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt >

Arglebargle,
glop-glyf!?!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt > On The Outskirts
Despite the level ground that runs off to the north and west, the way south
becomes much more hilly and begins to pick up some shrubbery along the
ground. To the east stands a thicket that hinders movement in that
direction.
[ obvious exits: N S W ]
Masaj the Darkling Master is here, fighting Draz.
*Draz* is sitting here, riding a gray palfrey.

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt >
A black messenger pigeon flutters its wings.

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Hurt >

You pierce *Draz*'s left arm very hard.

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >

You pierce *Draz*'s
right foot extremely hard.
Masaj slashes *Draz*'s body into bloody fragments!
You do the best you can!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded > You do the best you
can!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
A black messenger
pigeon beats its wings harder.
You do the best you can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded > You do the best you
can!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded > You do the best you
can!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Wounded > You pierce *Draz*'s
body very hard.
*Draz* strikes Masaj's left leg.
Masaj slashes *Draz*'s body into bloody fragments!
You pierce *Draz*'s body very hard.
You do the best you can!
*Draz* panics, and attempts to flee!


* S HP:Scratched MV:Weary - Masaj: Beaten - Draz: Battered > You do the best you
can!
*Draz* leaves north riding a gray palfrey.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves north.
You follow Masaj.

On The Outskirts
With the fortress of Fal Dara looming off to the east, the journey to and
from the area is quite easy. Even with the land ascending to the east, it
is level land devoid of hills in the immediate area. Off in the distance to
the north the land comes to an abrupt end while the land continues its roll
to the south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves east.
You follow Masaj.

Coach Stop Outside the Walls of Fal Dara
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, but the way south is blocked by
thick brush and bramble.
[ obvious exits: N W ]
Masaj the Darkling Master is standing here.
A bearded coachman stands here, waiting for passengers.
They aren't here.

* S HP:Scratched MV:Weary >
Masaj leaves north.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
Masaj - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >
The DogGate is closed.

* S HP:Scratched MV:Weary >
*Ayric* has arrived from the west.
Masaj tries to slash *Ayric*, but he deflects the blow.
You try to pierce *Ayric*, but he parries successfully.


* S HP:Scratched MV:Weary - Masaj: Beaten - Ayric: Beaten >
You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Ayric: Beaten > You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Ayric: Beaten > You do the best you
can!

* S HP:Scratched MV:Weary - Masaj: Beaten - Ayric: Beaten >
You pierce *Ayric*'s body very hard.
*Ayric* panics, and attempts to flee!
*Ayric* slashes Masaj's body.
Masaj tries to slash *Ayric*, but he parries successfully.
*Ayric* leaves west.

* S HP:Scratched MV:Weary >
*Ayric* has arrived from the west.


* S HP:Scratched MV:Weary >

It's already closed!

* S HP:Scratched MV:Weary >
You try to pierce *Ayric*, but he deflects the blow.

* S HP:Scratched MV:Weary - Ayric: Beaten >
You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten >
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten > Masaj tries to slash *Ayric*, but he
parries successfully.
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten > *Ayric* panics, and attempts to flee!
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten >

You try to pierce *Ayric*, but he
parries successfully.
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Scratched MV:Weary - Ayric: Beaten > *Ayric* leaves west.
You try to quietly draw a throwing knife from a camouflaged hood.

* S HP:Scratched MV:Weary >
Throw at who?

* S HP:Scratched MV:Weary >

Masaj leaves west.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
*Ayric* is standing here.


* S HP:Scratched MV:Weary > *Ayric* leaves west.
They aren't here.
*Draz* has arrived from the west, riding a gray palfrey.


* S HP:Scratched MV:Weary >
You try to pierce *Draz*, but he deflects the blow.

* S HP:Scratched MV:Weary - Draz: Battered > You do the best you can!

* S HP:Scratched MV:Weary - Draz: Battered >
You do the best you can!

* S HP:Scratched MV:Weary - Draz: Battered >
You do the best you can!

* S HP:Scratched MV:Weary - Draz: Battered >
You do the best you can!

* S HP:Scratched MV:Weary - Draz: Battered > You pierce *Draz*'s body hard.
Masaj slashes *Draz*'s left arm into bloody fragments!
Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
*Draz* is here, fighting YOU!, riding a gray palfrey.
Masaj the Darkling Master is here, fighting Draz.

* S HP:Scratched MV:Weary - Draz: Beaten >

You are carrying:
a sharp, red stone dagger
*Draz* panics, and attempts to flee!

* S HP:Scratched MV:Weary - Draz: Beaten >
You do the best you can!

* S HP:Scratched MV:Weary - Draz: Beaten >
You do the best you can!
*Draz* leaves east riding a gray palfrey.

* S HP:Scratched MV:Weary >
*Ayric* has arrived from the west.
You try to pierce *Ayric*, but he parries successfully.


* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten > Masaj leaves east.
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten >

*Ayric* tries to slash you, but you
deflect the blow.
You try to pierce *Ayric*, but he parries successfully.
*Ayric* panics, and attempts to flee!
You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten >
You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!


* S HP:Scratched MV:Weary - Ayric: Beaten > You do the best you can!

* S HP:Scratched MV:Weary - Ayric: Beaten >
*Ayric* leaves west.
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
Eran calls for the DogGate to be opened.
The DogGate is opened from the other side.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > Masaj leaves west.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Weary >

They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > Masaj leaves east.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: *Ayric* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary >

You sheath a throwing knife into a camouflaged hood.

* S HP:Scratched MV:Weary > Masaj closes the DogGate.
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Scratched MV:Weary >

Coach Stop Outside the Walls of Fal Dara
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, but the way south is blocked by
thick brush and bramble.
[ obvious exits: N W ]
North: Masaj the Darkling Master is standing here.
*Ayric* is standing here.
A bearded coachman stands here, waiting for passengers.


* S HP:Scratched MV:Weary > The Fal Dara alarm horn sounds loudly.
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Weary > You silently approach your victim...

- =
Masaj narrates 'draz crit'

+
Masaj has arrived from the north.

* *
Masaj leaves west.
You follow Masaj.


+ = - - = + *
Backstab who?

* S HP:Scratched MV:Weary >

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.

* S HP:Scratched MV:Weary >

They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary >

They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
Masaj - On The Outskirts
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >

You narrate 'am dog'

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >

The DogGate closes quietly.
Masaj the Darkling Master is standing here.
A bearded coachman stands here, waiting for passengers.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Masaj - Coach Stop Outside the Walls of Fal Dara
Jaimie - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >
Masaj has arrived from the south.
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary >
They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary > They aren't here.


* S HP:Scratched MV:Weary >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary >
They aren't here.

* S HP:Scratched MV:Weary > Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary > Players in your Zone
--------------------
Masaj - Outside the Dog Gate
Jaimie - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >


Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary > Players in your Zone
--------------------
Masaj - Outside the Dog Gate
Jaimie - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >

South: A bearded coachman stands here, waiting for
passengers.

* S HP:Scratched MV:Weary > Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.


* S HP:Scratched MV:Weary >
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

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

* S HP:Scratched MV:Weary >

Masaj narrates 'still sm'

* S HP:Scratched MV:Weary > You are carrying:
Nothing.

* S HP:Scratched MV:Weary >
Players in your Zone
--------------------
Masaj - Outside the Dog Gate
Jaimie - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Scratched MV:Weary >
You narrate 'i can scout'


* S HP:Scratched MV:Weary >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Weary > Masaj narrates 'am 80 hps'
You have 386(391) hit and 47(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 93 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Scratched MV:Weary >
You get a thin vial of yellow fluid from a backpack.

* S HP:Scratched MV:Weary >
You quaff a thin vial of yellow fluid which
dissolves.
You feel a sudden burst of stamina!

* S HP:Scratched MV:Winded >
Masaj narrates 'rso that's good'

* S HP:Scratched MV:Winded >

Masaj leaves west.
You follow Masaj.

Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Winded >


Masaj narrates 'nah stick with me'

* S HP:Scratched MV:Winded >


Masaj leaves west.
You follow Masaj.

Approaching Fal Dara
With the mighty military fortress of Fal Dara looming to the east, this
spot seems to be in perpetual shadows. A cliff drops straight down to the
north, although a small cave is visible directly below. The cliff face
continues along to the west and the land runs off to the south.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Approaching Fal Dara
No one coming from this way toward Fal Dara has a chance of approaching
unannounced. The land is oddly flat and the watchtowers of Fal Dara can be
seen to the east with ease. Hills begin a slow roll to the west and a cliff
seems visible in the distance to the north and south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Winded >

Masaj narrates 'we need to be together'

* S HP:Scratched MV:Winded >
Masaj leaves south.
You follow Masaj.

Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A wild stallion bucks madly.
A shaggy brown mare stands here.

* S HP:Scratched MV:Tiring >


Masaj slashes a wild stallion's head into bloody fragments!

* S HP:Scratched MV:Tiring >
A wild stallion barely tickles Masaj's body with his hit.
Masaj slashes a wild stallion's body into bloody fragments!

* S HP:Scratched MV:Tiring >


A wild stallion barely tickles Masaj's left foot with his hit.
Masaj slashes a wild stallion's body into bloody fragments!
A wild stallion is dead! R.I.P.
You receive your share of experience...
Blood never gets boring, does it?
Your blood freezes as you hear a wild stallion's death cry.

* S HP:Scratched MV:Tiring >
Masaj slashes a shaggy brown mare's body into bloody fragments!

* S HP:Scratched MV:Tiring > You narrate 'okay'

* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > They aren't here.


* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > You narrate 'lagged out'

* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > Arglebargle, glop-glyf!?!

* S HP:Scratched MV:Tiring > A shaggy brown mare tries to hit Masaj, but he
deflects the blow.
Masaj slashes a shaggy brown mare's body into bloody fragments!
A shaggy brown mare is dead! R.I.P.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear a shaggy brown mare's death cry.
They aren't here.

* S HP:Scratched MV:Tiring > You narrate 's till lagging'

* S HP:Scratched MV:Tiring >

You snicker softly.

* S HP:Scratched MV:Tiring >
Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of a shaggy brown mare is lying here.
The corpse of a wild stallion is lying here.
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >
Masaj narrates 'nod'
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.


* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > Masaj leaves south.
You follow Masaj.

Forrested Ridge
For as much as the land is wooded to the west down a tall ridge, the
surrounding terrain to the north, east and south is pretty much devoid of
trees. Trees do appear to the south off in the distance, but that is a ways
off. Fal Dara's towers can be seen on the horizon to the east.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Scratched MV:Tiring >

You say 'back'


* S HP:Scratched MV:Tiring >
Forrested Ridge
For as much as the land is wooded to the west down a tall ridge, the
surrounding terrain to the north, east and south is pretty much devoid of
trees. Trees do appear to the south off in the distance, but that is a ways
off. Fal Dara's towers can be seen on the horizon to the east.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >
Masaj leaves east.
You follow Masaj.

Under The Shadow Of Fal Dara
Even when the sun is high in the sky, the impressive bulk of the fortress
of Fal Dara looms directly over head. The roads surrounding the city run
off to the east and northeast while a small cliff extends to the north and
west. The way south becomes forested off in the distance.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A fox is here, hunting for rabbits.
A shaggy brown mare stands here.
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring > Arglebargle, glop-glyf!?!

* S HP:Scratched MV:Tiring >
Masaj leaves south.
You follow Masaj.

Approaching A Ridge
The ever-present towers of Fal Dara watch every movement off to the east
while the land slopes in decreasing elevation to the south. The small roll
of the terrain comes to an abupt stop off to the west, and the tops of
trees become visible.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
Masaj leaves south.
You follow Masaj.

Shienaran Hills
The terrain rolls gently, with gradual inclines leading north and east.
Rich soil should provide for an abundance of plant life, but the brush
native to the area has been cleared away. A few trees have been allowed to
grow at the west end of the hills, they become thicker farther west.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A wild boar runs through the forest.

* S HP:Scratched MV:Tiring >
Ok.

* S HP:Scratched MV:Tiring >

Masaj leaves west.
You follow Masaj.

Forrested Ridge
The bulk of ancient trees partially obscures the view over a drop off to
the south and west. In between the massive trunks covered with rough bark,
you can catch occasional glimpses of a trail winding below the cliff. The
ridge continues to the north. The fortress of Fal Dara lies to the east.
[ obvious exits: N E ]
Masaj the Darkling Master is standing here.
A Shienaran scout blends into the surroundings here.

* S HP:Scratched MV:Tiring > Players in your Zone
--------------------
Jaimie - Forrested Ridge
Masaj - Forrested Ridge
You catch a smell of horses nearby.

* S HP:Scratched MV:Tiring >
Masaj leaves north.
You follow Masaj.

Forrested Ridge
The tops of trees overtake the view to the west. A ridge drops straight
down in that direction as well, with small pebbles and dirt free falling
when the earth is given too much vibration. The ridge continues to both the
north and south. Going east would eventually bring someone to Fal Dara.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >
You say 'maybe se corner'

* S HP:Scratched MV:Tiring >
Masaj leaves west.
You follow Masaj.

A Turn In The Trail
A large cove of trees springs into view to the north forcing the trail to
make a curve to the east. Off in the east the trail makes another turn as
well. South is also an option with the trail running along the cliff face.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >

You say 'that dung is broken'

* S HP:Scratched MV:Tiring > Players in your Zone
--------------------
Jaimie - A Turn In The Trail
Masaj - A Turn In The Trail
You catch a smell of horses nearby.

* S HP:Scratched MV:Tiring >

They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.


* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring > They aren't here.

* S HP:Scratched MV:Tiring >
Players in your Zone
--------------------
Jaimie - A Turn In The Trail
Masaj - A Turn In The Trail
You catch a smell of horses nearby.

* S HP:Scratched MV:Tiring >
Masaj says 'what is'

* S HP:Scratched MV:Tiring >

Masaj nods in agreement.

* S HP:Scratched MV:Tiring >

Masaj leaves east.
You follow Masaj.

Forrested Ridge
The tops of trees overtake the view to the west. A ridge drops straight
down in that direction as well, with small pebbles and dirt free falling
when the earth is given too much vibration. The ridge continues to both the
north and south. Going east would eventually bring someone to Fal Dara.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >
Masaj leaves north.
You follow Masaj.

Forrested Ridge
For as much as the land is wooded to the west down a tall ridge, the
surrounding terrain to the north, east and south is pretty much devoid of
trees. Trees do appear to the south off in the distance, but that is a ways
off. Fal Dara's towers can be seen on the horizon to the east.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.

* S HP:Scratched MV:Tiring >

Players in your Zone
--------------------
Jaimie - Forrested Ridge
Masaj - Forrested Ridge
You catch a smell of horses nearby.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
They aren't here.

* S HP:Scratched MV:Tiring >
Masaj leaves north.
You follow Masaj.

Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of a shaggy brown mare is lying here.
The corpse of a wild stallion is lying here.
Masaj the Darkling Master is standing here.
They aren't here.
*Draz* has arrived from the north, riding a wild stallion.
*Ayric* has arrived from the north.

* S HP:Scratched MV:Tiring > *Ayric* tries to slash you, but you parry
successfully.
Masaj tries to slash *Draz*, but he parries successfully.
You do the best you can!

* S HP:Scratched MV:Tiring - Ayric: Beaten >

You say 'scared'

* S HP:Scratched MV:Tiring - Ayric: Beaten > Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of a shaggy brown mare is lying here.
The corpse of a wild stallion is lying here.
*Ayric* is here, fighting YOU!
*Draz* is here, fighting Masaj, riding a wild stallion.
Masaj the Darkling Master is here, fighting Draz.

* S HP:Scratched MV:Tiring - Ayric: Beaten >

You try to pierce *Ayric*, but he deflects the blow.
*Ayric* tries to slash you, but you parry successfully.
*Ayric* swiftly dodges your attempt to pierce him.

* S HP:Scratched MV:Tiring - Ayric: Beaten >
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Scratched MV:Tiring - Ayric: Beaten > You try to quietly draw a throwing
knife from a camouflaged hood.

* S HP:Scratched MV:Tiring - Ayric: Beaten >
You throw a throwing knife at *Ayric*.

* S HP:Scratched MV:Tiring - Ayric: Beaten >
*Draz* avoids being bashed by Masaj who loses his balance and falls!

* S HP:Scratched MV:Tiring - Ayric: Beaten >
A throwing knife arcs through the air.
*Draz* sends Masaj sprawling with a powerful bash!

* S HP:Scratched MV:Tiring - Ayric: Beaten >
*Ayric* deflects a throwing knife that was thrown at him.
*Draz* stops using a red and gold tasseled spear.

* S HP:Scratched MV:Tiring - Ayric: Beaten >
*Draz* skillfully wields a bent hunting spear from a leather baldric.

* S HP:Scratched MV:Tiring - Ayric: Beaten >

*Draz* pierces Masaj's head.
*Ayric* tries to slash you, but you parry successfully.

* S HP:Scratched MV:Tiring - Ayric: Beaten > You get a throwing knife.

* S HP:Scratched MV:Tiring - Ayric: Beaten >
*Draz* pierces Masaj's body.

* S HP:Scratched MV:Tiring - Ayric: Beaten >

You are carrying:
a throwing knife
a sharp, red stone dagger

* S HP:Scratched MV:Tiring - Ayric: Beaten > [wield throwing]
You wield a throwing knife.


* S HP:Scratched MV:Strong - Ayric: Beaten >
You sheath a throwing knife into a
camouflaged hood.

* S HP:Scratched MV:Strong - Ayric: Beaten > [wield throwing]
You wield a sharp, red stone dagger.


* S HP:Scratched MV:Strong - Ayric: Beaten >
You are carrying:
Nothing.

* S HP:Scratched MV:Strong - Ayric: Beaten > *Draz* pierces Masaj's left leg.
You try to pierce *Ayric*, but he parries successfully.
*Ayric* tries to slash you, but you deflect the blow.
Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of a shaggy brown mare is lying here.
The corpse of a wild stallion is lying here.
*Ayric* is here, fighting YOU!
*Draz* is here, fighting Masaj, riding a wild stallion.
Masaj the Darkling Master is here, fighting Draz.

* S HP:Scratched MV:Strong - Ayric: Beaten >
Mood changed to: Brave
Wimpy reset to: 117 hit points.
*Draz* swings a bent hunting spear smoothly, Folding the Fan.

* S HP:Scratched MV:Strong - Ayric: Beaten >
You try to pierce *Ayric*, but he parries successfully.
*Draz* wields a red and gold tasseled spear in a two-handed grip.

* S HP:Scratched MV:Strong - Ayric: Beaten >

Masaj sends *Draz* sprawling with a
powerful bash!

Ayric's eyes seem to gleam with a strange golden light.

Ayric looks pretty hurt.

*Ayric* is using:
<worn on head> a camouflaged hood
<worn around neck> a patchwork scarf of animal furs
<worn around neck> a patchwork scarf of animal furs
<worn about body> a bright red robe
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a brass hilted general's sword
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a Kandori snowflake necklace
a Kandori snowflake necklace
a silver Kandori wristcuff
a silver Kandori wristcuff
a sack of green ivy
some brown kaf beans
a large slab of meat
a choice steak

* S HP:Scratched MV:Strong - Ayric: Beaten > Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of a shaggy brown mare is lying here.
The corpse of a wild stallion is lying here.
*Ayric* is here, fighting YOU!
*Draz* is sitting here, riding a wild stallion.
Masaj the Darkling Master is here, fighting Draz.

* S HP:Scratched MV:Strong - Ayric: Beaten >
Masaj slashes *Draz*'s left leg into bloody fragments!
*Draz* panics, and attempts to flee!
You try to pierce *Ayric*, but he parries successfully.
*Ayric* tries to slash you, but you parry successfully.

* S HP:Scratched MV:Strong - Ayric: Beaten >
*Draz* leaves west riding a wild stallion.

* S HP:Scratched MV:Strong - Ayric: Beaten >

You do the best you can!


* S HP:Scratched MV:Strong - Ayric: Beaten >
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Beaten >
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Beaten >
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Beaten >
You try to pierce *Ayric*, but he
deflects the blow.
*Ayric* tries to slash you, but you deflect the blow.
*Ayric* panics, and attempts to flee!
You do the best you can!


* S HP:Scratched MV:Strong - Ayric: Beaten >
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Beaten >
*Ayric* leaves south.
They aren't here.
*Draz* has arrived from the west, riding a wild stallion.

* S HP:Scratched MV:Strong >
Masaj narrates 'huck at draz'
You pierce *Draz*'s right leg hard.

* S HP:Scratched MV:Strong - Draz: Critical >
Masaj slashes *Draz*'s body into
bloody fragments!
You do the best you can!


* S HP:Scratched MV:Strong - Draz: Critical > You do the best you can!

* S HP:Scratched MV:Strong - Draz: Critical > You do the best you can!

* S HP:Scratched MV:Strong - Draz: Critical > You do the best you can!

* S HP:Scratched MV:Strong - Draz: Critical >
You pierce *Draz*'s left hand very
hard.
*Draz* is mortally wounded, and will die soon, if not aided.
You do the best you can!


* S HP:Scratched MV:Strong - Draz: Critical > You do the best you can!


* S HP:Scratched MV:Strong - Draz: Critical >
You do the best you can!

* S HP:Scratched MV:Strong - Draz: Critical >
You do the best you can!

* S HP:Scratched MV:Strong - Draz: Critical > You pierce *Draz*'s right leg into
bloody fragments!
*Draz* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Draz*'s death cry.

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:11 pm

Fight a little bit more around Doggie:


A Cove Outside the Walls
This small dip off the road surrounding Fal Dara allows a traveller to rest
up and not be run over by the wagons and horses that run incessantly along
the road. The wall runs up high above in all directions except for the west
which leads back onto the road.
[ obvious exits: W ]
A juicy looking apple has fallen to the ground. [3]
A decaying apple tree, laden with rotting fruit, extends withering boughs.
Masaj the Darkling Master is standing here.
*Ayric* is standing here.
A huge hound is here, trained to kill.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A Shienaran sergeant watches for the enemy here.
You try to pierce *Ayric*, but he deflects the blow.


* S HP:Scratched MV:Strong - Ayric: Battered >

Masaj tries to slash *Ayric*, but he deflects the blow.

* S HP:Scratched MV:Strong - Ayric: Battered >
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Battered > You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Battered > A sergeant bellows 'nXAOv EkG [GfE
_fZ@\ hfdSV fLH A]aU z_@WaHKh'
A sergeant bellows 'RjNgd RZh ao]A PESez @XKaSE \ZE Oz[r SfYbJwme'
You do the best you can!

* S HP:Scratched MV:Strong - Ayric: Battered >
You try to pierce *Ayric*, but he parries successfully.

* S HP:Scratched MV:Strong - Ayric: Battered >
*Ayric* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Ayric: Battered >


Ayric's eyes seem to gleam with a strange golden light.

Ayric has some big nasty wounds and scratches.

*Ayric* is using:
<worn on head> a camouflaged hood
<worn around neck> a patchwork scarf of animal furs
<worn around neck> a patchwork scarf of animal furs
<worn about body> a bright red robe
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a brass hilted general's sword
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
a Kandori snowflake necklace
a Kandori snowflake necklace
a silver Kandori wristcuff
a silver Kandori wristcuff
a sack of green ivy
some brown kaf beans

* S HP:Scratched MV:Strong - Ayric: Battered > *Ayric* tries to slash you, but you
parry successfully.
A large hound tries to hit Masaj, but he parries successfully.
A soldier joins Ayric's fight!
The grizzled veteran joins a soldier's fight!
A sergeant joins a soldier's fight!
You try to pierce *Ayric*, but he parries successfully.
A Cove Outside the Walls
This small dip off the road surrounding Fal Dara allows a traveller to rest
up and not be run over by the wagons and horses that run incessantly along
the road. The wall runs up high above in all directions except for the west
which leads back onto the road.
[ obvious exits: W ]
A juicy looking apple has fallen to the ground. [3]
A decaying apple tree, laden with rotting fruit, extends withering boughs.
Masaj the Darkling Master is here, fighting Ayric.
*Ayric* is here, fighting YOU!
A large hound is here, fighting Masaj.
A soldier is here, fighting Masaj.
The grizzled veteran is here, fighting YOU!
A sergeant is here, fighting YOU!

* S HP:Scratched MV:Strong - Ayric: Battered >
*Ayric* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Ayric: Battered >
*Ayric* avoids being bashed by Masaj who loses his balance and falls!

* S HP:Scratched MV:Strong - Ayric: Battered >
You try to pierce *Ayric*, but he deflects the blow.
*Ayric* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Ayric: Battered >
*Ayric* leaves west.
*Ayric* has arrived from the west.

* S HP:Scratched MV:Strong - the grizzled veteran: Healthy >
You pierce the grizzled veteran's left foot.
A sergeant tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you deflect the blow.
A soldier slashes Masaj's right arm.
A large hound tries to hit Masaj, but he dodges the attack.
*Ayric* tries to slash you, but you parry successfully.

* S HP:Healthy MV:Strong - the grizzled veteran: Healthy >

Masaj panics, and
attempts to flee!
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Healthy MV:Strong - the grizzled veteran: Healthy > Masaj leaves west.
A Cove Outside the Walls
This small dip off the road surrounding Fal Dara allows a traveller to rest
up and not be run over by the wagons and horses that run incessantly along
the road. The wall runs up high above in all directions except for the west
which leads back onto the road.
[ obvious exits: W ]
A juicy looking apple has fallen to the ground. [3]
A decaying apple tree, laden with rotting fruit, extends withering boughs.
*Ayric* is here, fighting YOU!
A huge hound is here, trained to kill.
A tough Shienaran soldier waits here.
The grizzled veteran is here, fighting YOU!
A sergeant is here, fighting YOU!

* S HP:Healthy MV:Strong - the grizzled veteran: Healthy >
You swiftly dodge *Ayric*'s attempt to slash you.
You swiftly dodge a large hound's attempt to hit you.
You barely pierce the grizzled veteran's left hand.
A sergeant tries to slash you, but you deflect the blow.
The grizzled veteran slashes your left leg extremely hard.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
Masaj has arrived
from the west.
You narrate 'buffing'

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >

Masaj tries to slash *Ayric*, but he deflects the blow.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched > A Cove Outside the
Walls
This small dip off the road surrounding Fal Dara allows a traveller to rest
up and not be run over by the wagons and horses that run incessantly along
the road. The wall runs up high above in all directions except for the west
which leads back onto the road.
[ obvious exits: W ]
A juicy looking apple has fallen to the ground. [3]
A decaying apple tree, laden with rotting fruit, extends withering boughs.
Masaj the Darkling Master is here, fighting Ayric.
*Ayric* is here, fighting YOU!
A large hound is here, fighting YOU!
A tough Shienaran soldier waits here.
The grizzled veteran is here, fighting YOU!
A sergeant is here, fighting YOU!

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
A sergeant bellows 'F?Paq Ytf ]NtU fMXeu iRtXP \iM Z@mj WVqW_OFy'

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
You swiftly dodge a large hound's attempt to hit you.
A soldier joins a sergeant's fight!
*Ayric* tries to slash you, but you deflect the blow.
You barely pierce the grizzled veteran's body.
A sergeant tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you deflect the blow.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
Masaj sends *Ayric* sprawling with a powerful bash!

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >

A soldier slashes
Masaj's left arm.
Masaj tries to slash *Ayric*, but he parries successfully.
You swiftly dodge a large hound's attempt to hit you.
You try to pierce the grizzled veteran, but he deflects the blow.
A sergeant tries to slash you, but you deflect the blow.
The grizzled veteran slashes your left arm very hard.
Ok.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched > You try to
quietly draw a throwing knife from a camouflaged hood.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
[throw ayric]
You throw a throwing knife at *Ayric*.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >

A throwing knife arcs through the air.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >

Masaj assumes an offensive striking posture.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched >
*Ayric* grunts in pain as he is struck by a throwing knife.

* S HP:Scratched MV:Strong - the grizzled veteran: Scratched > A soldier barely
slashes Masaj's body.
Masaj slashes *Ayric*'s body into bloody fragments!
*Ayric* panics, and attempts to flee!
A large hound tries to hit you, but you dodge the attack.
A sergeant slashes your body extremely hard.
You swiftly dodge the grizzled veteran's attempt to slash you.
You try to quietly draw a throwing knife from a half-cape of silk-lined leather.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched > [throw ayric]
You throw a throwing knife at *Ayric*.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched >
*Ayric* leaves west.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched >
A throwing knife arcs through the air.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched >
A throwing knife falls to the ground after being thrown.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched >
Masaj panics, and attempts to flee!

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched >

You get a throwing
knife.
You get an apple.
You get an apple.
You get an apple.
a withering apple tree: You can't carry that much weight.

* S HP:Hurt MV:Strong - the grizzled veteran: Scratched > You are carrying:
[3] an apple
a throwing knife
a sharp, red stone dagger
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Draz the Human slain in Shienar


* S HP:Hurt MV:Strong - the grizzled veteran: Scratched > Masaj slashes a soldier's left foot into bloody fragments!
A soldier slashes Masaj's left leg.
You swiftly dodge a large hound's attempt to hit you.
A sergeant tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you parry successfully.
Masaj panics, and attempts to flee!
You panic and attempt to flee!


You flee head over heels.
Fal Dara Perimeter
The small dirt path that surrounds Fal Dara is in excellent shape, almost
to the point that it seems to be paved. The trail heads off to the north
and south without a blemish or bump in its path. The city looms large to
the east with the gate somewhere off to the north.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Strong >
Masaj has arrived from the east.
Masaj leaves north.
You follow Masaj.

Outside Fal Dara's Walls
A towering wall blocks any view of the inside of Fal Dara. The stone is
smooth making it unclimbable and devoid of windows. However, about fifteen
feet up on the wall, arrow turrets are spaced in even intervals along the
wall. The small dirt road encompassing the city runs off to the west and
south. The land's elevation drops as well in the distance to the south.
[ obvious exits: S W ]
Masaj the Darkling Master is standing here.
A wild stallion bucks madly.
An elk with massive antlers eyes you with curiosity.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* S HP:Hurt MV:Strong >
Masaj leaves west.
You follow Masaj.

Along The Outside Wall
This small dusty, dirt track is wide enough for two wagons to run along
side by side. It circles the city of Fal Dara, following the perimeter of
stout stone walls surrounding the city. The path runs north and east while
the brush to the south becomes thicker with trees springing into view.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Strong >
Masaj leaves west.
You follow Masaj.

Flattened Hills Of Fal Dara
What once looked to be rolling hills has been reduced to almost small bumps
on a sprawling plain. Use of the area and probably defensive measures from
Fal Dara ensure that no one can hide an imposing force trying to move on
the city, which lies off to the east. A small dirt road takes shape to the
north and east, running the perimeter of Fal Dara.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A Shienaran scout blends into the surroundings here.
A gray palfrey prances skittishly nearby.

* S HP:Hurt MV:Strong >
Masaj leaves north.
You follow Masaj.

Road Outside Fal Dara
The road that encompasses the girth of Fal Dara makes its way around a
curve in the outside wall. The road continues its way north, eventually
leading to the western doggate of the city, while the other fork heads
east. Some flatland runs down the hill to the west, while the bushes and
scrub become thicker to the south, enough to impede travel by foot.
[ obvious exits: E S W ]
Masaj the Darkling Master is standing here.
A huge hound is here, trained to kill.
A gray palfrey prances skittishly nearby.
A gray palfrey prances skittishly nearby.

* S HP:Hurt MV:Strong >

Masaj leaves west.
You follow Masaj.

Under The Shadow Of Fal Dara
Even when the sun is high in the sky, the impressive bulk of the fortress
of Fal Dara looms directly over head. The roads surrounding the city run
off to the east and northeast while a small cliff extends to the north and
west. The way south becomes forested off in the distance.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
A fox is here, hunting for rabbits.
A shaggy brown mare stands here.

* S HP:Hurt MV:Strong >
Masaj leaves north.
You follow Masaj.

On The Outskirts
Despite the level ground that runs off to the north and west, the way south
becomes much more hilly and begins to pick up some shrubbery along the
ground. To the east stands a thicket that hinders movement in that
direction.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
You don't seem to have any applles.

* S HP:Hurt MV:Strong > Masaj leaves north.
You follow Masaj.

On The Outskirts
With the fortress of Fal Dara looming off to the east, the journey to and
from the area is quite easy. Even with the land ascending to the east, it
is level land devoid of hills in the immediate area. Off in the distance to
the north the land comes to an abrupt end while the land continues its roll
to the south.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Hurt MV:Strong >

Masaj leaves east.
You follow Masaj.

Coach Stop Outside the Walls of Fal Dara
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, but the way south is blocked by
thick brush and bramble.
[ obvious exits: N W ]
Masaj the Darkling Master is standing here.
A bearded coachman stands here, waiting for passengers.

* S HP:Hurt MV:Strong > Masaj leaves north.
You follow Masaj.

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.
You are not wielding a weapon.

* S HP:Hurt MV:Strong >

You are carrying:
[3] an apple
a throwing knife
a sharp, red stone dagger
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Draz the Human slain in Shienar

* S HP:Hurt MV:Strong > [wield throwing]
You wield a throwing knife.

* S HP:Hurt MV:Strong >
You sheath a throwing knife into a camouflaged hood.


* S HP:Hurt MV:Strong > [wield throwing]
You wield a sharp, red stone dagger.

* S HP:Hurt MV:Strong >
You sheath a sharp, red stone dagger into a half-cape of
silk-lined leather.

* S HP:Hurt MV:Strong >
You are carrying:
[3] an apple
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Draz the Human slain in Shienar

* S HP:Hurt MV:Strong >

You try to quietly draw a sharp, red stone dagger from a
half-cape of silk-lined leather.


* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.


* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Strong >


They aren't here.

* S HP:Hurt MV:Strong >
They aren't here.


* S HP:Hurt MV:Strong > They aren't here.


* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > Masaj narrates 'in '
They aren't here.


* S HP:Hurt MV:Strong >
You eat the apple.

* S HP:Hurt MV:Strong >
You have 333(391) hit and 185(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Strong >
They aren't here.


* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Strong >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A hunter from Illian searches for the fabled Horn of Valere.
South: A man meanders here, quietly speaking to himself.
West: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Ayric* is standing here.
A Shienaran gatekeeper stands here, watching over the gate.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Hurt MV:Tiring > *Ayric* swiftly dodges your attempt to pierce him.

* S HP:Hurt MV:Tiring - Ayric: Critical >
No way! You're fighting for your
life!


* S HP:Hurt MV:Tiring - Ayric: Critical > You panic and attempt to flee!


A Shienaran gate guard tries to slash you, but you parry successfully.
A Shienaran gate guard slashes your right hand very hard.
The grizzled veteran joins a Shienaran gate guard's fight!
A Shienaran guard bellows '?][xYAZ ?TU\U@ dL@Jmk `o[ m`AZH mE ZMFxbC NdW Frm
dDfEI'
You swiftly dodge the grizzled veteran's attempt to scythe you.
The Shienaran gatekeeper closes the DogGate.
The Shienaran gatekeeper locks the DogGate.
A Shienaran gate guard slashes your left leg hard.
A Shienaran gate guard tries to slash you, but you parry successfully.
*Ayric* slashes your left leg extremely hard.
You try to pierce *Ayric*, but he deflects the blow.
Your heartbeat calms down more as you feel less panicked.
Masaj narrates 'lol'
You flee head over heels.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.
You narrate 'he crit 1e'


* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
The grizzled veteran has arrived from the south.
A Shienaran guard has arrived from the south.
You narrate 'nod'

* S HP:Hurt MV:Full >

Masaj narrates 'if he hadn't parried'

* S HP:Hurt MV:Full >
*Ayric* is standing here.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Hurt MV:Full >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A Shienaran guard patrols here, watching you carefully.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Ayric* is standing here.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.


* S HP:Hurt MV:Full > A Shienaran gate guard tries to slash you, but you deflect
the blow.
A Shienaran gate guard tries to slash you, but you deflect the blow.
*Ayric* tries to slash you, but you dodge the attack.
[hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Full - a Shienaran gate guard: Healthy > No way! You're fighting
for your life!

* S HP:Hurt MV:Full - a Shienaran gate guard: Healthy >
You swiftly dodge *Ayric*'s attempt to slash you.
The Shienaran gatekeeper joins a Shienaran gate guard's fight!
A Shienaran gate guard slashes your body hard.
You try to pierce a Shienaran gate guard, but he parries successfully.
A Shienaran gate guard slashes your right leg very hard.
The grizzled veteran has arrived from the north.
A Shienaran guard has arrived from the north.

* S HP:Wounded MV:Full - a Shienaran gate guard: Healthy >
You panic and attempt to flee!


You flee head over heels.
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: A Shienaran guard patrols here, watching you carefully.
South: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.

* S HP:Wounded MV:Full >

The grizzled veteran has arrived from the north.
A Shienaran guard has arrived from the north.

* S HP:Wounded MV:Full > You are carrying:
[2] an apple
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Draz the Human slain in Shienar

* S HP:Wounded MV:Full >

A black cat meanders to an unknown destination.

* S HP:Wounded MV:Full > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A hunter from Illian searches for the fabled Horn of Valere.
South: A Shienaran guard patrols here, watching you carefully.
West: A black messenger pigeon is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Masaj the Darkling Master is here, fighting Ayric.
*Ayric* is here, fighting Masaj.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Wounded MV:Strong >
Masaj tries to slash *Ayric*, but he deflects the blow.
The Shienaran gatekeeper joins Ayric's fight!
A Shienaran gate guard joins the Shienaran gatekeeper's fight!
A Shienaran gate guard joins the Shienaran gatekeeper's fight!
A Shienaran gate guard joins the Shienaran gatekeeper's fight!
A Shienaran gate guard joins the Shienaran gatekeeper's fight!
*Ayric* slashes Masaj's right hand.
The grizzled veteran has arrived from the south.
A Shienaran guard has arrived from the south.

* S HP:Wounded MV:Strong >
Masaj panics, and attempts to flee!
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A black messenger pigeon is here.

* S HP:Wounded MV:Strong >
The DogGate closes quietly.

* S HP:Wounded MV:Strong >

A black messenger pigeon beats its wings harder.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >

Oh.. it wasn't locked at all.

* S HP:Wounded MV:Strong >
Oh.. it wasn't locked at all.

* S HP:Wounded MV:Strong > Oh.. it wasn't locked at all.

* S HP:Wounded MV:Strong >

A black messenger pigeon leaves west.
The Fal Dara alarm horn sounds loudly.

* S HP:Wounded MV:Strong >
Ok.

* S HP:Wounded MV:Strong >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
North: A hunter from Illian searches for the fabled Horn of Valere.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >

Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: A Shienaran guard patrols here, watching you carefully.
South: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.

* S HP:Wounded MV:Strong > Players in your Zone
--------------------
Jaimie - Road Inside the City Walls
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Strong >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
North: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.


* S HP:Wounded MV:Strong >
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: A man is here.
South: A man walks among the horses here feeding them and rubbing them down.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Strong >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A run-down looking man wanders aimlessly, collecting lost belongings.
East: An elite Shienaran guard attends his duties.
South: An anxious young man hovers near his master here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A grizzled Shienaran veteran looks on.
A tough Shienaran soldier waits here.

* S HP:Wounded MV:Strong > Masaj narrates 'firetruck me'
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
North: A grizzled Shienaran veteran looks on.
East: A Shienaran guard patrols here, watching you carefully.
South: A black cat meanders to an unknown destination.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
An elite Shienaran guard attends his duties.
The Fal Dara town crier stands here, spreading the news.

* S HP:Wounded MV:Strong >
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
North: *Ayric* is here, fighting Masaj.
South: An elite Shienaran guard attends his duties.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Wounded MV:Strong >


They aren't here.

* S HP:Wounded MV:Strong > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A grizzled Shienaran veteran looks on.
A hanging lantern lights the path.
*Ayric* is here, fighting Masaj.
Masaj the Darkling Master is here, fighting Ayric.

* S HP:Wounded MV:Strong > You try to pierce *Ayric*, but he deflects the blow.


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten >

You try to pierce
*Ayric*, but he parries successfully.
*Ayric* slashes Masaj's body.
You do the best you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten >
You do the best you
can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten >
You do the best you
can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten > You do the best you
can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten > You do the best you
can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten > *Ayric* panics, and
attempts to flee!
You do the best you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten > Mood changed to:
Brave
Wimpy reset to: 117 hit points.

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Beaten > *Ayric* leaves south.
Arglebargle, glop-glyf!?!


* S HP:Wounded MV:Strong >

They aren't here.

* S HP:Wounded MV:Strong >
The master of scouts bellows 'OqslwkJZ QJblBG]KS'
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
Masaj narrates 'rspam'
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
The master of scouts bellows 'AZVgN Hz@ L`?YfaS
tPRsPtUDn Evxm[ WP Urg ByiA'
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > Masaj narrates '38 hps'
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.
*Eran* has arrived from the north, riding a Domani razor.

* S HP:Wounded MV:Strong > You try to pierce *Eran*, but she deflects the blow.

* S HP:Wounded MV:Strong - Eran: Wounded > *Eran* tries to pierce you, but you
parry successfully.
You try to pierce *Eran*, but she parries successfully.
You do the best you can!

* S HP:Wounded MV:Strong - Eran: Wounded > You do the best you can!

* S HP:Wounded MV:Strong - Eran: Wounded > You do the best you can!

* S HP:Wounded MV:Strong - Eran: Wounded > You do the best you can!

* S HP:Wounded MV:Strong - Eran: Wounded > You do the best you can!

* S HP:Wounded MV:Strong - Eran: Wounded > *Ayric* has arrived from the south.
Masaj tries to slash *Ayric*, but he parries successfully.
You do the best you can!
*Eran* panics, and attempts to flee!

* S HP:Wounded MV:Strong - Eran: Wounded >
*Eran* leaves north riding a Domani razor.

* S HP:Wounded MV:Strong >


*Ayric* slashes Masaj's left leg hard.
You tell Masaj 'i have enough pick whe n needed'

* S HP:Wounded MV:Strong >
You pierce *Ayric*'s body extremely hard.

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical > *Ayric* avoids
being bashed by Masaj who loses his balance and falls!
You do the best you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical > You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical > You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You try to pierce
*Ayric*, but he deflects the blow.
*Ayric* slashes Masaj's body hard.
You do the best you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical > You do the best
you can!


* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You pierce *Ayric*'s
left leg very hard.
*Ayric* panics, and attempts to flee!
You do the best you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
You do the best
you can!

* S HP:Wounded MV:Strong - Masaj: Critical - Ayric: Critical >
*Ayric* leaves
south.
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
Masaj narrates 'not great'
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
A grizzled Shienaran veteran looks on.

* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > You nod in agreement.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >

You say 'eran terrible'


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >

Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.


* S HP:Wounded MV:Strong > They aren't here.


* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong > They aren't here.

* S HP:Wounded MV:Strong >
They aren't here.

* S HP:Wounded MV:Strong >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Wounded MV:Strong >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.


* S HP:Wounded MV:Strong >


The Fal Dara alarm horn sounds loudly.
The clouds disappear.
Your heartbeat calms down more as you feel less panicked.
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Fresh >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Fresh >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.


* S HP:Hurt MV:Fresh >
The ratter bellows 'gUOWc^ @Xp @tO nYbPRc @Y q?? XtRt^w GU
c^]? z@ tXi uIy`['
They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.


* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh > You are carrying:
[2] an apple
twelve copper pennys
a wealth of gold crowns (76)
the severed head of Draz the Human slain in Shienar


* S HP:Hurt MV:Fresh > They aren't here.


* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > Masaj says 'might just need to go'
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > Masaj says '43 hps'
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > You put an apple in a backpack.
You put an apple in a backpack.
You put twelve coppers in a backpack.
You put 76 crowns in a backpack.
You put the severed head of Draz the Human slain in Shienar in a backpack.


* S HP:Hurt MV:Fresh >
Masaj leaves south.
You follow Masaj.

Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.
You nod in agreement.

* S HP:Hurt MV:Full > Players in your Zone
--------------------
Jaimie - Before the Keep
Masaj - Before the Keep
You catch a faint scent of a horse nearby.


* S HP:Hurt MV:Full >

Masaj leaves north.
You follow Masaj.

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.
You have 294(391) hit and 241(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >

You say 'ayric 2s'

* S HP:Hurt MV:Full >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full > You have 294(391) hit and 241(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >


They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.


* S HP:Hurt MV:Full >
You have 294(391) hit and 241(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > Masaj says 'what hps does this jump take'
They aren't here.

* S HP:Hurt MV:Full >

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
You say 'donno'

* S HP:Hurt MV:Full >
Masaj says 'maybe try in a tick'

* S HP:Hurt MV:Full >

You say '40?'

* S HP:Hurt MV:Full >
You have 294(391) hit and 241(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > Masaj says '43 atm'
They aren't here.

* S HP:Hurt MV:Full >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
You nod in agreement.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
Masaj says '1s again'
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
Arglebargle, glop-glyf!?!

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full > You say 'y a'


* S HP:Hurt MV:Full >
*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >

You say 'i can buff all'

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
The Fal Dara alarm horn sounds loudly.

* S HP:Hurt MV:Full >
You say 'eran 1n'

* S HP:Hurt MV:Full >

A grizzled Shienaran veteran looks on.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.


* S HP:Hurt MV:Full >
*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.


* S HP:Hurt MV:Full >

They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >

Your heartbeat calms down more as you feel less panicked.
They aren't here.


* S HP:Hurt MV:Fresh > Arglebargle, glop-glyf!?!


* S HP:Hurt MV:Fresh > They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh > *Eran* is standing here, riding a Domani razor.
A grizzled Shienaran veteran looks on.


* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Fresh >
*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Fresh > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: South: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.


* S HP:Hurt MV:Fresh >

Masaj says 'up to beat now'
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh > Masaj says 'i'm ghucci'
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > You nod in agreement.

* S HP:Hurt MV:Fresh >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.


* S HP:Hurt MV:Fresh >

They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
You say 'let me stab ?'

* S HP:Hurt MV:Fresh >

*Ayric* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.


* S HP:Hurt MV:Fresh > They aren't here.
*Eran* has arrived from the north, riding a Domani razor.

* S HP:Hurt MV:Fresh > You try to pierce *Eran*, but she deflects the blow.

* S HP:Hurt MV:Fresh - Eran: Hurt >

Masaj says 'go for it'

* S HP:Hurt MV:Fresh - Eran: Hurt > North: A grizzled Shienaran veteran looks on.
South: *Ayric* is standing here.


* S HP:Hurt MV:Fresh - Eran: Hurt >
Masaj tries to slash *Eran*, but she parries successfully.


* S HP:Hurt MV:Fresh - Eran: Hurt > *Ayric* has arrived from the south.
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
*Ayric* is standing here.
*Eran* is here, fighting YOU!, riding a Domani razor.
Masaj the Darkling Master is here, fighting Eran.

* S HP:Hurt MV:Fresh - Eran: Hurt > *Eran* tries to pierce you, but you dodge the
attack.
You try to pierce *Eran*, but she parries successfully.
*Ayric* slashes Masaj's right arm.
Mood changed to: Brave
Wimpy reset to: 117 hit points.


* S HP:Hurt MV:Fresh - Eran: Hurt > Arglebargle, glop-glyf!?!


* S HP:Hurt MV:Fresh - Eran: Hurt >

You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt >
You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt >
*Ayric* slashes Masaj's body.
*Eran* tries to pierce you, but you parry successfully.
You try to pierce *Eran*, but she dodges the attack.
You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt >
You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt >
You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt > You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt > You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Hurt >
Masaj sends *Eran* sprawling with a powerful bash!

* S HP:Hurt MV:Fresh - Eran: Hurt >
You are carrying:
Nothing.

* S HP:Hurt MV:Fresh - Eran: Hurt >
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
*Ayric* is here, fighting Masaj.
*Eran* is sitting here, riding a Domani razor.
Masaj the Darkling Master is here, fighting Eran.

* S HP:Hurt MV:Fresh - Eran: Hurt >
Masaj slashes *Eran*'s body into bloody fragments!
You pierce *Eran*'s right arm extremely hard.

* S HP:Hurt MV:Fresh - Eran: Wounded >
Masaj avoids being bashed by *Ayric* who
loses his balance and falls!
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
*Ayric* is here, fighting Masaj.
*Eran* is sitting here, riding a Domani razor.
Masaj the Darkling Master is here, fighting Eran.

* S HP:Hurt MV:Fresh - Eran: Wounded >
You pierce *Eran*'s left leg into bloody fragments!

* S HP:Hurt MV:Fresh - Eran: Wounded >
You pierce *Eran*'s left leg into bloody fragments!
*Eran* panics, and attempts to flee!

* S HP:Hurt MV:Fresh - Eran: Battered >
You narrate 'bash ayric'


* S HP:Hurt MV:Fresh - Eran: Battered >

You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Battered >
You do the best you can!


* S HP:Hurt MV:Fresh - Eran: Battered >
You do the best you can!
*Eran* panics, and attempts to flee!

* S HP:Hurt MV:Fresh - Eran: Battered >
Masaj sends *Ayric* sprawling with a
powerful bash!
You do the best you can!

* S HP:Hurt MV:Fresh - Eran: Battered >
You do the best you can!
*Eran* leaves north riding a Domani razor.


* S HP:Hurt MV:Fresh > You pierce *Ayric*'s right leg into bloody fragments!
*Ayric* panics, and attempts to flee!


* S HP:Hurt MV:Fresh - Masaj: Critical - Ayric: Critical >
*Ayric* leaves north.
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.


* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh > They aren't here.

* S HP:Hurt MV:Fresh >
They aren't here.

* S HP:Hurt MV:Fresh > You narrate 'stare'


* S HP:Hurt MV:Fresh >

Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
North: South: Masaj the Darkling Master is standing here.
A hanging lantern lights the path.
*Ayric* is standing here.

* S HP:Hurt MV:Full > Masaj narrates 'firetrucking'
You try to pierce *Ayric*, but he deflects the blow.

* S HP:Hurt MV:Full - Ayric: Critical > You do the best you can!

* S HP:Hurt MV:Full - Ayric: Critical >
*Ayric* slashes your head into bloody fragments!
You try to pierce *Ayric*, but he parries successfully.

* S HP:Hurt MV:Full - Ayric: Critical >
You try to pierce *Ayric*, but he parries successfully.

* S HP:Hurt MV:Full - Ayric: Critical >
You narrate '1n'

* S HP:Hurt MV:Full - Ayric: Critical >
[remove throwing]
You stop using a sharp, red stone dagger.


* S HP:Hurt MV:Full - Ayric: Critical >
You try to quietly draw a throwing knife
from a camouflaged hood.

* S HP:Hurt MV:Full - Ayric: Critical > You throw a throwing knife at *Ayric*.

* S HP:Hurt MV:Full - Ayric: Critical >
You swiftly dodge *Ayric*'s attempt to slash you.

* S HP:Hurt MV:Full - Ayric: Critical >
A throwing knife arcs through the air.

* S HP:Hurt MV:Full - Ayric: Critical >
You try to quietly draw a throwing knife
from a set of cloth sleeves.

* S HP:Hurt MV:Full - Ayric: Critical >

*Ayric* deflects a throwing knife that was thrown at him.
You try to pierce *Ayric*, but he parries successfully.
Masaj has arrived from the south.

* S HP:Hurt MV:Full - Ayric: Critical > Masaj tries to slash *Ayric*, but he parries successfully.
You throw a throwing knife at *Ayric*.

* S HP:Hurt MV:Full - Ayric: Critical >


A throwing knife arcs through the air.

* S HP:Hurt MV:Full - Ayric: Critical >


You do the best you can!

* S HP:Hurt MV:Full - Ayric: Critical >
*Ayric* grunts in pain as he is struck by
a throwing knife.
*Ayric* panics, and attempts to flee!
You do the best you can!

* S HP:Hurt MV:Full - Ayric: Critical > You swiftly dodge *Ayric*'s attempt to
slash you.
*Ayric* leaves north.
They aren't here.


* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full >
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full > They aren't here.


* S HP:Hurt MV:Full > They aren't here.

* S HP:Hurt MV:Full >
They aren't here.

* S HP:Hurt MV:Full > You get a throwing knife.
a hanging lantern: You can't take that!

* S HP:Hurt MV:Full > You are carrying:
a throwing knife

* S HP:Hurt MV:Full >
*Ayric* is standing here.
*Eran* is standing here, riding a Domani razor.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.


* S HP:Hurt MV:Full > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
North: *Ayric* is standing here.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >
Masaj narrates 'can this guy'

* S HP:Hurt MV:Full >
You narrate 'sigh'

* S HP:Hurt MV:Full >
You narrate 'go 1s'

* S HP:Hurt MV:Full >
Masaj narrates 'get a firetrucking bad flee'

* S HP:Hurt MV:Full >
Masaj leaves south.
You follow Masaj.

On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

You narrate 'think thats a defense room'

* S HP:Hurt MV:Full > You are carrying:
a throwing knife

* S HP:Hurt MV:Full >
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Hurt MV:Full >

You wield a sharp, red stone dagger.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Full > [remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Hurt MV:Full >
You wield a throwing knife.

* S HP:Hurt MV:Full >
You sheath a throwing knife into a camouflaged hood.


* S HP:Hurt MV:Full >
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

Masaj narrates 'draz eta in 2 ticks'

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

* S HP:Hurt MV:Full >
Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Full >

You narrate 'nod'

* S HP:Hurt MV:Full >
Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
North: South: Masaj the Darkling Master is standing here.
A hanging lantern lights the path.

* S HP:Hurt MV:Full >
*Eran* is standing here, riding a Domani razor.
*Ayric* is standing here.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full >

You say 'i can pick gate'

* S HP:Hurt MV:Full > Players in your Zone
--------------------
Jaimie - On the Drawbridge
Masaj - On the Drawbridge
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Full >
Masaj says 'so can i'

* S HP:Hurt MV:Full >
Masaj nods in agreement.
You say 'if we want to go 1n '

* S HP:Hurt MV:Full >

Masaj leaves south.
You follow Masaj.

Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: An elite Shienaran guard attends his duties.
A hanging lantern lights the path.
Masaj the Darkling Master is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full > Masaj leaves south.
You follow Masaj.

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
North: A Shienaran guard patrols here, watching you carefully.
East: A Shienaran guard patrols here, watching you carefully.
South: A black cat meanders to an unknown destination.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
Masaj the Darkling Master is standing here.
An elite Shienaran guard attends his duties.
The Fal Dara town crier stands here, spreading the news.
Players in your Zone
--------------------
Jaimie - The Crossing
Masaj - The Crossing
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Full >
An elite Shienaran guard slashes your head very hard.
You try to pierce an elite Shienaran guard, but he deflects the blow.
An elite Shienaran guard tries to slash you, but you parry successfully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Fresh - an elite Shienaran guard: Healthy >

No way! You're
fighting for your life!

* S HP:Hurt MV:Fresh - an elite Shienaran guard: Healthy > You panic and attempt to flee!



You flee head over heels.
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: An elite Shienaran guard attends his duties.
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A figure stands here, ready to collect unwanted things.

* S HP:Hurt MV:Full > Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Hurt MV:Full >

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
North: A Shienaran guard patrols here, watching you carefully.
East: A Shienaran guard patrols here, watching you carefully.
South: A black cat meanders to an unknown destination.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
An elite Shienaran guard attends his duties.
The Fal Dara town crier stands here, spreading the news.

* S HP:Hurt MV:Full >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A tough Shienaran soldier waits here.
East: An elite Shienaran guard attends his duties.
South: An anxious young man hovers near his master here.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.

* S HP:Hurt MV:Full >
An elite Shienaran guard has arrived from the east.
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: An elite Shienaran guard attends his duties.
South: A man walks among the horses here feeding them and rubbing them down.
West: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black cat meanders to an unknown destination.

* S HP:Hurt MV:Full >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
East: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man meanders here, quietly speaking to himself.

* S HP:Hurt MV:Full >
Alas, you cannot go that way...

* S HP:Hurt MV:Full >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
North: A hunter from Illian searches for the fabled Horn of Valere.
South: A man meanders here, quietly speaking to himself.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Hurt MV:Full > Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
West: Masaj the Darkling Master is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Hurt MV:Full >
You realize that the door is already open.

* S HP:Hurt MV:Full >

Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Full > Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
Masaj - Outside the Dog Gate
You catch a smell of horses nearby.

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Pukes in Keep

Post by jaimie » Wed Apr 13, 2022 1:12 pm

* S HP:Hurt MV:Full >
You are carrying:
Nothing.

* S HP:Hurt MV:Full >
You nod in agreement.

* S HP:Hurt MV:Full >

*Yurikan* has arrived from the west, riding a warhorse.

* S HP:Hurt MV:Full >
Masaj tries to slash *Yurikan*, but he deflects the blow.
You say 'sm'

* S HP:Hurt MV:Full > You are carrying:
Nothing.

* S HP:Hurt MV:Full >

*Yurikan* swiftly dodges your attempt to pierce him.

* S HP:Hurt MV:Full - Masaj: Beaten - Yurikan: Healthy > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Beaten - Yurikan: Healthy >

You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* strikes Masaj's right arm.

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >
Ok.

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy > You try to pierce
*Yurikan*, but he deflects the blow.
Mood changed to: Brave
Wimpy reset to: 117 hit points.


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >

You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >
You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >
You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >
You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Healthy >
Masaj sends *Yurikan* sprawling with a powerful bash!
*Yurikan* panics, and attempts to flee!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Scratched >
You pierce *Yurikan*'s right arm into bloody fragments!
Masaj slashes *Yurikan*'s body into bloody fragments!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You narrate 'go '

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >

You pierce *Yurikan*'s body very hard.


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
It's already closed!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt >
You do the best you can!


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Hurt > You pierce *Yurikan*'s body
very hard.
Masaj slashes *Yurikan*'s right foot into bloody fragments!
You do the best you can!


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded >
You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > Masaj narrates 'nah'
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > You do the best you
can!


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded >
You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded >
You try to pierce
*Yurikan*, but he parries successfully.
You do the best you can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded >
You do the best you
can!


* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded > You do the best you
can!

* S HP:Hurt MV:Full - Masaj: Critical - Yurikan: Wounded >

You pierce *Yurikan*'s body very hard.
*Yurikan* panics, and attempts to flee!
*Yurikan* leaves west riding a warhorse.

* S HP:Hurt MV:Full >
It's already closed!


* S HP:Hurt MV:Full > *Yurikan* has arrived from the west, riding a warhorse.
It's already closed!


* S HP:Hurt MV:Full > *Yurikan* tries to strike you, but you deflect the blow.
It's already closed!


* S HP:Hurt MV:Full - Yurikan: Wounded >
It's already closed!

* S HP:Hurt MV:Full - Yurikan: Wounded > Masaj leaves south.
You do the best you can!

* S HP:Hurt MV:Full - Yurikan: Wounded > You do the best you can!

* S HP:Hurt MV:Full - Yurikan: Wounded >
You try to pierce *Yurikan*, but he
deflects the blow.
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
*Yurikan* is here, fighting YOU!, riding a warhorse.

* S HP:Hurt MV:Full - Yurikan: Wounded >
You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* tries to strike you, but you parry successfully.


* S HP:Hurt MV:Full - Yurikan: Wounded > You narrate 'on'

* S HP:Hurt MV:Full - Yurikan: Wounded >
It's already closed!

* S HP:Hurt MV:Full - Yurikan: Wounded >
*Yurikan* looks at you.
Masaj narrates 'going camp'


* S HP:Hurt MV:Full - Yurikan: Wounded >

Yurikan has quite a few wounds.

*Yurikan* is using:
<used as light> a crystal lightstick
<held> an oilstone
<worn on head> a camouflaged hood
<worn around neck> a silver medallion
<worn around neck> a gold and silver silk bandana
<worn about body> a surcoat with exquisite embroidery
<worn on hands> a pair of dark gloves
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<wielded two-handed> a shocklance
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

You attempt to peek at the inventory:
You can't see anything.

* S HP:Hurt MV:Full - Yurikan: Wounded >
Outside the Dog Gate
The walls of Fal Dara tower above you. The brush and all vegetation has
been cleared well away from the walls, eliminating any hiding spots. The
wall stretches on to the north and south, and to the east there is a small
gate built into the wall.
[ obvious exits: E S W ]
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
*Yurikan* is here, fighting YOU!, riding a warhorse.

* S HP:Hurt MV:Full - Yurikan: Wounded > You try to pierce *Yurikan*, but he
deflects the blow.
Players in your Zone
--------------------
Jaimie - Outside the Dog Gate
You catch a smell of horses nearby.

* S HP:Hurt MV:Full - Yurikan: Wounded >
You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* tries to strike you, but you parry successfully.


* S HP:Hurt MV:Full - Yurikan: Wounded >

Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Hurt MV:Full - Yurikan: Wounded >
You panic and attempt to flee!

You flee head over heels.
Nearing Fal Dara
A scenic view over the forests to the north can be seen from the edge of
this cliff. However, journey to the north is impossible considering that
the cliff towers over even the tallest trees. Fal Dara, stronghold of
Shienar, stands off to the east, rising even further above the forests
below. The cliff continues off to the west.
[ obvious exits: E S W ]
Approaching Fal Dara
With the mighty military fortress of Fal Dara looming to the east, this
spot seems to be in perpetual shadows. A cliff drops straight down to the
north, although a small cave is visible directly below. The cliff face
continues along to the west and the land runs off to the south.
[ obvious exits: E S W ]
A Shienaran scout blends into the surroundings here.


* S HP:Hurt MV:Full > Approaching Fal Dara
No one coming from this way toward Fal Dara has a chance of approaching
unannounced. The land is oddly flat and the watchtowers of Fal Dara can be
seen to the east with ease. Hills begin a slow roll to the west and a cliff
seems visible in the distance to the north and south.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Full > You narrate 'otw'

* S HP:Hurt MV:Full >

Approaching Fal Dara
With land running in all directions but south, a good view can be seen of
the surrounding area. Fal Dara towers in the short distance to the east
while a cliff falls off to the south. Small rock crumbles slowly from the
cliff, falling to the valley floor forming a makeshift ramp.
[ obvious exits: N E S W ]
The corpse of Draz is lying here.
A wild stallion bucks madly.

* S HP:Hurt MV:Full >
Forrested Ridge
For as much as the land is wooded to the west down a tall ridge, the
surrounding terrain to the north, east and south is pretty much devoid of
trees. Trees do appear to the south off in the distance, but that is a ways
off. Fal Dara's towers can be seen on the horizon to the east.
[ obvious exits: N E S ]

* S HP:Hurt MV:Strong > Alas, you cannot go that way...

* S HP:Hurt MV:Strong >

Forrested Ridge
The tops of trees overtake the view to the west. A ridge drops straight
down in that direction as well, with small pebbles and dirt free falling
when the earth is given too much vibration. The ridge continues to both the
north and south. Going east would eventually bring someone to Fal Dara.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Strong > A Turn In The Trail
A large cove of trees springs into view to the north forcing the trail to
make a curve to the east. Off in the east the trail makes another turn as
well. South is also an option with the trail running along the cliff face.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Strong >

A Twist In The Trail
In this case it is definitely the woods forcing the path of the trail which
goes off to the north and east. The path is littered with the leaves and
branches fallen from the trees. A canopy of branches streches up above
almost blocking out any view of the sky. A foul stench wafts from the west.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Strong >
End Of The Barren Trail
This small, shrouded trail finally comes to an end after winding through
the woods of Shienar. Off to the west some kind of foundation rises from
the ground. The trail does head back off south to begin its journey back to
Fal Dara. A grouping of trees lies to the east.
[ obvious exits: E S W ]

* S HP:Hurt MV:Strong >
Alas, you cannot go that way...

* S HP:Hurt MV:Strong > At a Bare Foundation
Long ago a house appears to have stood here. Now all the walls have fallen
into grass covered mounds and only a stone foundation remains. The hills
silently surround what man has made and keep their secrets.
[ obvious exits: E S W ]
A cute brown deer eyes you nervously.
A timber wolf is here, snarling hungrily.

* S HP:Hurt MV:Strong >

Alas, you cannot go that way...


* S HP:Hurt MV:Strong >
Winding Through the Hills
The rise and fall of the hills continues on. Here and there small trees
cling to life and the occasional flower can be seen in the tough and thorny
grasslands.
[ obvious exits: N E ]
An antelope blends into the scenery.
The large dark wolf slinks here, eyes filled with an animal cunning.

* S HP:Hurt MV:Strong >
A timber wolf has arrived from the east.
You swiftly dodge a timber wolf's attempt to hit you.
An antelope panics, and attempts to flee!
An antelope leaves east.
An antelope has arrived from the east.
An antelope has arrived from the north.
The large wolf joins a timber wolf's fight!
The large wolf tries to hit you, but you dodge the attack.
An antelope panics, and attempts to flee!
An antelope leaves north.
An antelope panics, and attempts to flee!
An antelope leaves north.
You pierce a timber wolf's body extremely hard.
You swiftly dodge a timber wolf's attempt to hit you.
No way! You're fighting for your life!

* S HP:Hurt MV:Strong - a timber wolf: Hurt >
No way! You're fighting for your
life!

* S HP:Hurt MV:Strong - a timber wolf: Hurt >
You pierce a timber wolf's left
foreleg very hard.
No way! You're fighting for your life!

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
No way! You're fighting for
your life!

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
You are carrying:
Nothing.

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
PANIC! You couldn't escape!


* S HP:Hurt MV:Strong - a timber wolf: Wounded > No way! You're fighting for
your life!


* S HP:Hurt MV:Strong - a timber wolf: Wounded > No way! You're fighting for
your life!

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
No way! You're fighting for
your life!

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
No way! You're fighting for
your life!

* S HP:Hurt MV:Strong - a timber wolf: Wounded >
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.


* S HP:Hurt MV:Strong - a timber wolf: Wounded >
You panic and attempt to flee!



The large wolf tries to hit you, but you dodge the attack.
You swiftly dodge a timber wolf's attempt to hit you.


You flee head over heels.
Among the Hills
While not the highest, this hill provides a decent view. To the west a
glimpse of the road can be seen, and to the southeast it appears as if
smoke or steam is rising from a small cave. Much can be gleaned by watching
from here.
[ obvious exits: S W ]
An antelope blends into the scenery.
An antelope blends into the scenery.
A cute brown deer eyes you nervously.
A tough Shienaran soldier waits here.
Nestled in the Hills
The hills surround you here. Scraggly bushes seem to reach out to snag at
you. Something half-glimpsed slithers into a hole as you approach. It seems
as if the Blight is not so far away after all.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.


* S HP:Hurt MV:Strong > On a Steep Hill
At the crest of a steep hill, you can see for miles. Far in the north
the towers of Fal Dara can be seen, while in the distant south the hills
start to thin out and become forestland.
[ obvious exits: S W ]
The large dark wolf slinks here, eyes filled with an animal cunning.

* S HP:Hurt MV:Strong > Path Into the Foothills
Leaving the road behind, the foothills spread out to the east and
south. Occasionally horse droppings can be seen - a reminder of the
vigilance of the Shienaran mounted patrols. The hills will envelop the
unwary, and one never knows what might lie beyond the next rise.
[ obvious exits: E S W ]

* S HP:Hurt MV:Strong > *Yurikan* has arrived from the south, riding a warhorse.
Alas, you cannot go that way...

* S HP:Hurt MV:Strong > *Yurikan* leaves west riding a warhorse.
On the Long Road
The road runs north and south here, steadily moving through the
hills of Shienar. Occasionally a twisted tree can be spotted amongst
the other trees, a victim of the ever-advancing Blight.
[ obvious exits: N E S W ]
South: A Shienaran scout blends into the surroundings here.
*Yurikan* is standing here, riding a warhorse.

* S HP:Hurt MV:Strong > *Yurikan* tries to strike you, but you parry successfully.
Players in your Zone
--------------------
Jaimie - On the Long Road
You catch a smell of horses nearby.

* S HP:Hurt MV:Strong - Yurikan: Wounded >
No way! You're fighting for your
life!

* S HP:Hurt MV:Strong - Yurikan: Wounded >

You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* tries to strike you, but you deflect the blow.

* S HP:Hurt MV:Strong - Yurikan: Wounded >
You panic and attempt to flee!


{starget}={human}
> You flee head over heels.
Fal Dara Road
The road straightens out at the foot of a steep hill and heads off
towards the south. To the east it curves again on its meandering way
towards Fal Dara. A tree overlooking the road here has had branches
shorn off, perhaps for firewood.
[ obvious exits: E S ]
South: Alas, you cannot go that way...

* S HP:Hurt MV:Strong >

Road Around a Hill
The road veers around a hill, headed west. The towers of Fal Dara can
be seen to the north, jutting above the steep hills. Some of the trees
seen from the road have been split apart by the harsh Shienaran winter.
[ obvious exits: N W ]

* S HP:Hurt MV:Strong >
Southward Bend
The road leads off towards a farm to your west and climbs a steep hill
to your north. You could follow the road on around towards the east
where it leads to Fal Dara's towering grey walls.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Strong >
Curve in the Road
Here the road bends to the west and continues towards Fal Dara to the
north. A well-beaten path leads off to the east and up towards the cliffs
that flank the road.
[ obvious exits: N E W ]


* S HP:Hurt MV:Strong > Between Two Cliffs
The road follows a wide gully, leading south towards Tar Valon. On both
sides, towering cliffs overlook the road. Shienaran soldiers posted on
the heights could see trouble coming from far off, and have the
strategic advantage as well.
[ obvious exits: N S ]
North: Sickly, wilted grass blankets the ground, intermixed with dry sand.


* S HP:Hurt MV:Strong >
Beginning of a Dusty Road
Fal Dara lies to the northeast, along the road that heads northwards from
here. Steep hills border the road with the occasional stand of trees near
the road. Horse tracks dot the roadside as the Shienaran patrols criss-cross
their lands.
[ obvious exits: N E S W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* S HP:Hurt MV:Strong > The writhing grass tries to hit you, but you parry
successfully.
No way! You're fighting for your life!

* S HP:Hurt MV:Strong - the writhing grass: Healthy > No way! You're fighting
for your life!

* S HP:Hurt MV:Strong - the writhing grass: Healthy >


You pierce the writhing grass's roots extremely hard.
You panic and attempt to flee!





The writhing grass tries to hit you, but you dodge the attack.

You flee head over heels.
Between Two Cliffs
The road follows a wide gully, leading south towards Tar Valon. On both
sides, towering cliffs overlook the road. Shienaran soldiers posted on
the heights could see trouble coming from far off, and have the
strategic advantage as well.
[ obvious exits: N S ]
North: Sickly, wilted grass blankets the ground, intermixed with dry sand.
Beginning of a Dusty Road
Fal Dara lies to the northeast, along the road that heads northwards from
here. Steep hills border the road with the occasional stand of trees near
the road. Horse tracks dot the roadside as the Shienaran patrols criss-cross
their lands.
[ obvious exits: N E S W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* S HP:Hurt MV:Tiring > *Yurikan* has arrived from the west, riding a warhorse.
The Dusty Road
This well-travelled road winds its way through the forests on either side.
Many tracks cover the hard-packed earth upon which you trod, leading
north and south connecting Fal Dara to the isle of Tar Valon.
[ obvious exits: N E S W ]
South:
* S HP:Hurt MV:Tiring > *Yurikan* has arrived from the south, riding a warhorse.
The Dusty Road
As the road continues from the bend just north of here it cuts through
forest on either side as it winds its way from Fal Dara to Tar Valon.
Dust kicks up beneath your feet, dirtying your gear.
[ obvious exits: N E S W ]
South:
* S HP:Hurt MV:Tiring > *Yurikan* has arrived from the south, riding a warhorse.
Brown Hills
The ground crunches beneath your heavy footsteps as if crying out for rain
that will eventually rejuvinate these hills. Tiny saplings struggle to shoot
heavenward, slowly overcoming the overwhelming odds left by a recent
conflagration. To the north and east are more burned hills. To the south,
the fields of a farm can be seen.
[ obvious exits: N E S W ]
A wild hog snorts angrily, pawing at the ground.
A pale man wearing farming clothes angrily approaches you.
A raven is visible flying high in the sky.
A Shienaran scout blends into the surroundings here.
A handsome stag stands here, ready to run.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

* S HP:Hurt MV:Tiring > Masaj narrates 'am in tower'
Green Hills
Small animals wander around in the low bushes hunting for food. Birds fly
spritely from branch to branch, feeding their young and building nests.
To the west is a tall watch tower. To the east are some very brown hills.
You notice hills with denser trees to the west, separated from the tilled
field to the south by a high fence.
[ obvious exits: N E S ]
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.

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

* S HP:Hurt MV:Tiring >

Alas, you cannot go that way...

* S HP:Hurt MV:Tiring >
On a Hillside
This part of the hills seem to be the favored place of residence of the local
animals. More sounds of animal activities come within hearing. From a distance
the howls of wolves chill the still air. Green hills span the most of the
easter and southern horizons. To the west, faint signs of a trail lead to a
hilltop.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.
A wild hog snorts angrily, pawing at the ground.

* S HP:Hurt MV:Tiring >
On Top of a Hill
A mild breeze swirls around the hills, creating tiny whirlwinds of fallen
leaves. Eyes of some bird hidden by the foliage of a nearby tree gaze down
curiously at the spectacle created by the bipeds. A little path leads to the
foot of a tall tower to the south. The hills slopes off gently to the east and
west.
[ obvious exits: E S W ]
A cute brown deer eyes you nervously.
A wild hog snorts angrily, pawing at the ground.


* S HP:Hurt MV:Tiring > A Gentle Slope
Angling up from the valley to the west, green grass covers this slope. A
light breeze blows from the west, as though encouraging you to go up the
hill. On the top of the hill, a lonely tower watches over the valley,
surveying the entire region. To the south more rolling hills color the
landscape. A hilltop can be seen east of here. It would not take much more
than dropping a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S W ]
A raven is here flying around.
A baby raccoon tumbles around, searching for something to eat.

* S HP:Hurt MV:Tiring > A Shady Valley
This valley offers a panoramic view of the green hills that are so
characteristic of this region. Trees of all kinds and ages dot the peaceful
landscape. Beneath the canopy of leaves, insects chirp and buzz in seeming
harmony. Sounds of flowing water come from the south. It would not take
much more than dropping a smouldering cinder to set off a massive forest
fire in the surrounding area.
[ obvious exits: N E S W ]


* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - A Shady Valley


* S HP:Hurt MV:Tiring >
A Forested Path Through the Borderlands
A small path seems to form here and heads through the thick forest that
lines the terrain to the north. Thick branches intertwine among the trees
making it hard to distiguish what limbs belong to which trees. The path is
merely flattened and trampled underbrush made through the easiest route
through the trees. The path continues north. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N S W ]
A young and strong buck is here, munching some grass.

* S HP:Hurt MV:Tiring > A Forested Path Through the Borderlands
Tall trees line this dirt path that winds through the forest, turning to
the south, or continuing to the east. Bushes line the path, and take up any
room that is left over from the trees that seem to overrun the landscape.
Fighting for a place to grow among the shrubs and massive trees, are tiny
wildflowers that break the green color of the forest. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
A young and strong buck is here, munching some grass.

* S HP:Hurt MV:Tiring >

Forested Borderlands
The dense forest spreads out for miles. Tall trees, their branches thick with
soft green leaves. cover most of the rich soil of the forest. Small shrubs and
bushes struggle to survive against the trees of the forest. Thin vines with
large soft leaves, creep slowly up the tree trunks and cling to the branches.
To the south, a path slowly winds its way through the woodland.
[ obvious exits: N E S ]
The large dark wolf slinks here, eyes filled with an animal cunning.


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

* S HP:Hurt MV:Tiring >
Masaj narrates 'w u '
Alas, you cannot go that way...

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

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

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

* S HP:Hurt MV:Tiring >
Forested Borderlands
Huge trees tower above the ground their crisp, green leaves blocking out the
sky overhead. Shadows play across the ground, creating a wild collage of
shapes. A large rock lies situated between two massive trunks, and is covered
with moss that feeds off the moist darkness of the forest. Creeping vines cling
to the sides of the trees and their branches, feeding off the nutrients that
it steals from the tree.
[ obvious exits: E S W ]
A young and strong buck is here, munching some grass.

* S HP:Hurt MV:Tiring >
Forested Borderlands
Tall trees encase the forest in a perpetual coolness, and hold in the moisture
creating a lush crop of moss on the sides of rocks and trees. Short shrubs grow
in the small areas left by the trees, and tiny wildflowers bloom, adding bits
of color. The thick forest extends out in every direction. Off to the east, a
path runs through the thick woodland.
[ obvious exits: E W ]


* S HP:Hurt MV:Tiring > Forested Borderlands
Off to the east, a path winds its way around some large trees, creating a twist
in the path that ends up to the south. The green leaves of the trees block out
the sky, and create a cool, dim atmosphere in the forest. Short shrubs and
small flowers grow between the trees, their branches and stems tangled.
[ obvious exits: E S W ]

* S HP:Hurt MV:Tiring >
A Forested Path Through the Borderlands
The small, dirt path twists off to the south, as it winds in and out of the
thick trees of the forest. Creeping vines slowly twine their way up the tree
trunks, while a large rock that lies off the path grows a soft covering of
green moss. To the north, the forest ends in a rocky opening that leads to a
rather precarious rocky path.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.

* S HP:Hurt MV:Tiring > The Fal Dara alarm horn sounds loudly.
A Forested Path Through the Borderlands
As you make your way along this path, long tree branches intertwine overhead
forming a canopy of sorts, offering shelter from any type of weather. The path
itself is covered by a small foliage, trampled down with the passing animals
and people using the path. It seems to just barely make its way through the
trees just wide and tall enough to allow a mounted rider to keep riding.
[ obvious exits: E S W ]


* S HP:Hurt MV:Tiring > A Forested Path Through the Borderlands
The small, dirt path winds its way gently through the trees of the forest,
heading to the east or to the west. To the south, the thick forest makes it
hard to see into the distance. Green trees tower overhead, blocking out the
sky, and casting shadows on the ground. Short shrubs line the path, with tiny
flowers growing between them.
[ obvious exits: E S W ]

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - A Forested Path Through the Borderlands
Masaj - Second Floor Of The Tower

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


* S HP:Hurt MV:Tiring > A Forested Path Through the Borderlands
The dirt path through the forest takes a bend to the east here, curving its way
around a rather large tree. Shrubs grow thickly in the space left by the giant
trees, and lightly line the path through the forest. Small rocks are littered
about the path, making the ground very uneven.
[ obvious exits: N E S ]
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.

* S HP:Hurt MV:Tiring >

Alas, you cannot go that way...

* S HP:Hurt MV:Tiring > A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
A handsome stag stands here, ready to run.
A sickly, skinny deer stands here in a daze.
A spotted jaguar opens its eyes lazily.


* S HP:Hurt MV:Tiring >

Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]

* S HP:Hurt MV:Tiring > Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]

* S HP:Hurt MV:Tiring > Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A cute brown deer eyes you nervously.


* S HP:Hurt MV:Tiring > Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.
A raven is here flying around.

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]


* S HP:Hurt MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >
You narrate 'he was fd fade'


* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >
Your heartbeat calms down more as you feel less
panicked.
You are thirsty.
Masaj narrates 'lol'
Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >

Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower

* S HP:Hurt MV:Tiring >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Tiring > You are carrying:
Nothing.

* S HP:Hurt MV:Tiring >
You are using:
<held> an oilstone
<worn on finger> a ring of braided gold and silver
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a half-cape of silk-lined leather
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a sharp, red stone dagger
<worn about waist> a tooled leather belt
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* S HP:Hurt MV:Tiring >
You don't seem to be using a flask.

* S HP:Hurt MV:Tiring >

In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Tiring >
You are carrying:
Nothing.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >

You get a flask stained with human blood from a
backpack.

* S HP:Hurt MV:Tiring >
Masaj narrates 'he'll figure it out, left a nice set of
tracks'
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

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

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >
*Yurikan* has arrived from the east, riding a warhorse.


* S HP:Hurt MV:Tiring > You silently approach your victim...

-
*Yurikan* tries to strike you, but you deflect the blow.

= + *
*Yurikan* strikes your body extremely hard.
Ouch! It appears someone saw your sneak attack.

* S HP:Hurt MV:Tiring - Yurikan: Wounded >

You narrate 'nod'

* S HP:Hurt MV:Tiring - Yurikan: Wounded > You panic and attempt to flee!


You flee head over heels.
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
It's empty.

* S HP:Hurt MV:Tiring >
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
A trolloc is here commanding a fist of troops.


* S HP:Hurt MV:Tiring >
You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.


* S HP:Hurt MV:Tiring >

Masaj narrates 'wish ayric died there'
They aren't here.

* S HP:Hurt MV:Tiring > They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower
You catch a faint scent of a horse nearby.


* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring > They aren't here.

* S HP:Hurt MV:Tiring >
Masaj narrates 'really should have'
You stop using a water skin.

* S HP:Hurt MV:Tiring >
Arglebargle, glop-glyf!?!

* S HP:Hurt MV:Tiring >

You narrate 'twice'

* S HP:Hurt MV:Tiring > You are carrying:
a water skin
a flask stained with human blood

* S HP:Hurt MV:Tiring >

You drink the human blood.
Aaaah, that hit the spot... you feel refreshed.

* S HP:Hurt MV:Strong > You are carrying:
a water skin
a flask stained with human blood

* S HP:Hurt MV:Strong >


You put a water skin on your belt.

* S HP:Hurt MV:Strong >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.


* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Strong >

You narrate 'yurikan at ent'


* S HP:Hurt MV:Strong > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Strong > You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Strong >
Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Second Floor Of The Tower
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.


* S HP:Hurt MV:Strong >
Masaj narrates 'also t-god we walked out lmao'

* S HP:Hurt MV:Strong > Players in your Zone
--------------------
Masaj - Tower Entrance
Jaimie - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Strong >
{starget}={light}
>
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.


* S HP:Hurt MV:Strong >

They aren't here.

* S HP:Hurt MV:Strong >
Masaj narrates 'bufing?'
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong >

Ok.


* S HP:Hurt MV:Strong > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
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.

o S HP:Hurt MV:Tiring >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
A beaked trolloc is here, scouting.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - In Front Of The Dark Tower
Masaj - Tower Entrance
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >
You narrate 'can'

* S HP:Hurt MV:Tiring >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
*Yurikan* is standing here, riding a warhorse.

* S HP:Hurt MV:Tiring >
You try to pierce *Yurikan*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You narrate 'ya buffing'

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
*Yurikan* tries to strike you, but you deflect the blow.
You try to pierce *Yurikan*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You try to pierce *Yurikan*, but he parries successfully.

* S HP:Hurt MV:Tiring - Yurikan: Wounded >

Masaj has arrived from the west.
You narrate 'just him'

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
Masaj slashes *Yurikan*'s right arm
into bloody fragments!
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Wounded > You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Wounded >
*Yurikan* tries to strike you, but you
parry successfully.
You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* panics, and attempts to flee!
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
*Yurikan* leaves west riding a
warhorse.
*Yurikan* has arrived from the west, riding a warhorse.
You try to pierce *Yurikan*, but he parries successfully.

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You try to pierce *Yurikan*, but he
deflects the blow.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded > *Yurikan* panics, and attempts to flee!
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded > You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded >
Masaj sends *Yurikan* sprawling with a
powerful bash!
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Wounded > You whistle appreciatively.


* S HP:Hurt MV:Tiring - Yurikan: Wounded >

Masaj slashes *Yurikan*'s right leg
into bloody fragments!
You pierce *Yurikan*'s body extremely hard.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Battered > You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
The Fal Dara alarm horn sounds
loudly.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Battered >
You pierce *Yurikan*'s body extremely
hard.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Battered > You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Battered >
Masaj slashes *Yurikan*'s left arm
into bloody fragments!
You pierce *Yurikan*'s body extremely hard.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
Masaj narrates 'ayric inc'
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Critical > You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > You try to pierce *Yurikan*, but he
parries successfully.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >
You do the best you can!


* S HP:Hurt MV:Tiring - Yurikan: Critical >
*Yurikan* leaves north riding a
warhorse.
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
Masaj leaves north.
You follow Masaj.

Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
Masaj the Darkling Master is standing here.
*Yurikan* is standing here, riding a warhorse.
A raven is here flying around.
*Ayric* is standing here.
You try to pierce *Yurikan*, but he parries successfully.


* S HP:Hurt MV:Tiring - Yurikan: Critical > *Yurikan* gets a bunch of fireworks
from a small purse.
Masaj tries to slash *Yurikan*, but he deflects the blow.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > *Yurikan* lights the fuse on the
fireworks and sets them on the ground.
The fuse slowly burns...
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > *Ayric* leaves east.
A raven leaves east.
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > *Yurikan* panics, and attempts to
flee!
You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical > You do the best you can!

* S HP:Hurt MV:Tiring - Yurikan: Critical >

You try to pierce *Yurikan*, but he parries successfully.

* S HP:Hurt MV:Tiring - Yurikan: Critical > Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
A bunch of lit fireworks lies on the ground.
Masaj the Darkling Master is here, fighting Yurikan.
*Yurikan* is here, fighting YOU!, riding a warhorse.

* S HP:Hurt MV:Tiring - Yurikan: Critical >
*Yurikan* tries to strike you, but you
parry successfully.
You try to pierce *Yurikan*, but he parries successfully.
*Yurikan* leaves south riding a warhorse.
*Yurikan* has arrived from the south, riding a warhorse.
You whistle appreciatively.

* S HP:Hurt MV:Tiring >
*Yurikan* leaves east riding a warhorse.

* S HP:Hurt MV:Tiring >
They aren't here.


* S HP:Hurt MV:Tiring >

You follow Masaj.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.
They aren't here.

* S HP:Hurt MV:Tiring > Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.

* S HP:Hurt MV:Tiring > They aren't here.


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


* S HP:Hurt MV:Tiring > Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A cute brown deer eyes you nervously.


* S HP:Hurt MV:Tiring >
Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]

* S HP:Hurt MV:Tiring > Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.


* S HP:Hurt MV:Tiring > A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
A handsome stag stands here, ready to run.
A spotted jaguar opens its eyes lazily.


* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring > A Path Through the Thinning Woods
The dirt path winds its way north and south through the thin forest. Piles of
dead leaves lay strewn about the path partially obscuring it from sight. To the
east, a sharp rock face blocks both the way and the view. To the west, light
forestland covers the landscape. Small bushes grow alongside the path, between
the trees, and flowers strive to grow while competing with the other plants.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A cute brown deer eyes you nervously.
A jaguar, chewing on its prey, looks at you.
A wild boar runs through the forest.

* S HP:Hurt MV:Tiring > They aren't here.

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Masaj - Thinning Woods
Jaimie - A Path Through the Thinning Woods
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >

A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
A handsome stag stands here, ready to run.
A spotted jaguar opens its eyes lazily.

* S HP:Hurt MV:Tiring >
A Forested Path Through the Borderlands
The dirt path through the forest takes a bend to the east here, curving its way
around a rather large tree. Shrubs grow thickly in the space left by the giant
trees, and lightly line the path through the forest. Small rocks are littered
about the path, making the ground very uneven.
[ obvious exits: N E S ]
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring > They aren't here.

* S HP:Hurt MV:Tiring >

A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]
A handsome stag stands here, ready to run.
A spotted jaguar opens its eyes lazily.

* S HP:Hurt MV:Tiring > Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]


* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Thinning Woods
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >
Masaj narrates 'trees now'

* S HP:Hurt MV:Tiring >


You narrate 'pat all e 1s'

* S HP:Hurt MV:Tiring >
Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]

* S HP:Hurt MV:Tiring >
* S HP:Hurt MV:Tiring > Thinning Woods
Clumps of grass grow short an thick in the rich soil of the forest. Tall trees
with thin trunks dot the land, giving a clear view of the open sky between
their branches. Off to the east, a small, dirt path runs through the
forestland. All around, the thin woodland dominates the landscape for miles.
[ obvious exits: N E S ]


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

* S HP:Hurt MV:Tiring >

Your heartbeat calms down more as you feel less
panicked.
They aren't here.

* S HP:Hurt MV:Strong > Thinning Woods
Tall trees, their limbs thick with soft green leaves grow straight and strong.
Green bushes grow inbetween the widely spaced trees, adding their own leaves to
the piles on the ground. Short flowers add bursts of color to the green
environment. To the east, a path runs through the thinning forestland, heading
to the north and south.
[ obvious exits: E S W ]
A cute brown deer eyes you nervously.
A handsome stag stands here, ready to run.
A sickly, skinny deer stands here in a daze.
A cute brown deer eyes you nervously.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Hurt MV:Strong > Masaj narrates 'lol'
They aren't here.

* S HP:Hurt MV:Strong >

Thinning Woods
Clumps of grass grow short an thick in the rich soil of the forest. Tall trees
with thin trunks dot the land, giving a clear view of the open sky between
their branches. Off to the east, a small, dirt path runs through the
forestland. All around, the thin woodland dominates the landscape for miles.
[ obvious exits: N E S ]

* S HP:Hurt MV:Strong >
Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]


* S HP:Hurt MV:Strong > Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A cute brown deer eyes you nervously.


* S HP:Hurt MV:Strong > Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.

* S HP:Hurt MV:Strong >
Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
*Yurikan* is standing here, riding a warhorse.
A raven is here flying around.
*Ayric* is standing here.
A raven is here flying around.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.


* S HP:Hurt MV:Strong > *Ayric* tries to slash you, but you parry successfully.
Players in your Zone
--------------------
Jaimie - Thinning Woods
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Strong - Ayric: Beaten > *Ayric* nods in agreement.
You do the best you can!

* S HP:Hurt MV:Strong - Ayric: Beaten >

You try to pierce *Ayric*, but he deflects the blow.
You swiftly dodge the ancient tree's attempt to hit you.
The ancient tree joins the ancient tree's fight!
*Ayric* slashes your body hard.
*Yurikan* beckons everyone to follow him.

* S HP:Hurt MV:Strong - Ayric: Beaten >
*Yurikan* tries to strike you, but you
dodge the attack.
Masaj narrates 'was n e ent'
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

* S HP:Hurt MV:Strong - Ayric: Beaten >
You panic and attempt to flee!


You flee head over heels.
Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Tiring > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >

Masaj narrates 'both'

* S HP:Hurt MV:Tiring > You narrate 'nod'

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
You nod in agreement.

* S HP:Hurt MV:Tiring >

Masaj narrates 'hahahaha'
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring > You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Tiring >

Masaj narrates 'need to log that to mock him'

* S HP:Hurt MV:Tiring > You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Tiring >
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - Nearing A Trolloc Camp
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >
You say 'auto firework'

* S HP:Hurt MV:Tiring >

You say 'vs 2'

* S HP:Hurt MV:Tiring > They aren't here.
You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Tiring >


Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - Nearing A Trolloc Camp
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]


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

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >

Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.


* S HP:Hurt MV:Tiring > Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
*Yurikan* is standing here, riding a warhorse.
A raven is here flying around.
*Ayric* is standing here.
A raven is here flying around.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.


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

* S HP:Hurt MV:Tiring > *Ayric* tries to slash you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Ayric: Beaten >
*Yurikan* says 'To@xjt Tm k ?wQdDr'
You panic and attempt to flee!


*Yurikan* tries to strike you, but you parry successfully.


*Yurikan* tries to strike you, but you deflect the blow.
*Ayric* tries to slash you, but you parry successfully.


You flee head over heels.
Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.

* S HP:Hurt MV:Tiring >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Tiring >
You have 324(391) hit and 164(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Tiring >
You narrate 'they spammin hard tooe'

* S HP:Hurt MV:Tiring >
Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A handsome stag stands here, ready to run.

* S HP:Hurt MV:Tiring >
You pierce a sickly, blighted deer's left foreleg very
hard.

* S HP:Hurt MV:Tiring - a sickly, blighted deer: Wounded >
You pierce a sickly, blighted deer's head very hard.
A sickly, blighted deer panics, and attempts to flee!

* S HP:Hurt MV:Tiring - a sickly, blighted deer: Critical >
A sickly, blighted deer tries to hit you, but you dodge the attack.
You pierce a sickly, blighted deer's head very hard.
A sickly, blighted deer is dead! R.I.P.
You receive your share of experience...
Yet again! Seems like a rerun...
Your blood freezes as you hear a sickly, blighted deer's death cry.

* S HP:Hurt MV:Tiring >
You drain some blood from the corpse of a sickly,
blighted deer into a flask stained with human blood.


* S HP:Hurt MV:Tiring >
You are carrying:
a flask stained with human blood

* S HP:Hurt MV:Tiring > You are using:
<held> an oilstone
<worn on finger> a ring of braided gold and silver
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> a half-cape of silk-lined leather
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a sharp, red stone dagger
<worn about waist> a tooled leather belt
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* S HP:Hurt MV:Tiring >

You drink the blood.
You don't feel thirsty any more.


* S HP:Hurt MV:Tiring > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Tiring > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >

You put a flask stained with human blood on your belt.

* S HP:Hurt MV:Tiring >
You are carrying:
Nothing.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - Nearing A Trolloc Camp
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >
Masaj narrates 'nod'

* S HP:Hurt MV:Tiring >

Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring > Players in your Zone
--------------------
Jaimie - Nearing A Trolloc Camp
Masaj - Nearing A Trolloc Camp
You catch a faint scent of a horse nearby.

* S HP:Hurt MV:Tiring >

You have 338(391) hit and 158(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Tiring >
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
A trolloc is here commanding a fist of troops.

* S HP:Hurt MV:Tiring >
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
A trolloc is here ruling a group of trollocs.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.

* S HP:Hurt MV:Tiring >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

* S HP:Hurt MV:Tiring > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Jaimie - Nearing A Trolloc Camp
Masaj - Nearing A Trolloc Camp
You catch the scent of horses nearby.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
Masaj narrates 'yurikan kicking me'


* S HP:Hurt MV:Tiring >
You are a 558 year old male trolloc rogue.
Your height is 6 feet, 9 inches, and you weigh 247.0 lbs.
You are carrying 0.0 lbs and wearing 24.3 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:19.
Offensive bonus: 142, Dodging bonus: 145, Parrying bonus: 139
Your mood is: Wimpy. You will flee below: 195 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Hurt MV:Tiring > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring >

You nod in agreement.

* S HP:Hurt MV:Tiring >
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Tiring > Masaj narrates 'not helping me land bashes'
You have 338(391) hit and 150(245) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 143 Turn points to date.
You have played 2 days and 4 hours (real time).
This ranks you as Jaimie the Androgynous Nothin (Level 51).
You are standing.

* S HP:Hurt MV:Tiring >
Masaj leaves north.
You follow Masaj.

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Tiring >

Masaj looks pretty hurt.

* S HP:Hurt MV:Tiring >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Masaj the Darkling Master is standing here.

* S HP:Hurt MV:Tiring >
They aren't here.


* S HP:Hurt MV:Tiring > They aren't here.


* S HP:Hurt MV:Tiring > They aren't here.


* S HP:Hurt MV:Tiring > They aren't here.


* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.
*Draz* has arrived from the east, riding a warhorse.

* S HP:Hurt MV:Tiring >
You try to pierce *Draz*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Draz: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Battered > You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Battered > You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Battered > Masaj slashes *Draz*'s body very hard.
You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Battered >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Battered >
You do the best you can!
*Draz* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - Draz: Battered >
You do the best you can!
*Draz* leaves south riding a warhorse.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
They aren't here.

* S HP:Hurt MV:Tiring >
You follow Masaj.

Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
Masaj the Darkling Master is standing here.
A hideous trolloc is here, fighting Draz.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A hideous trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Draz.
A ramshorned trolloc is here, fighting Draz.
You pierce *Draz*'s body.

* S HP:Hurt MV:Tiring - a hideous trolloc: Healthy - Draz: Battered >
You pierce *
Draz*'s body hard.
A hideous trolloc tries to cleave Draz, but he parries successfully.
A ramshorned trolloc cleaves Draz's body.
A ramshorned trolloc barely cleaves Draz's body.
*Draz* strikes a hideous trolloc's left leg into bloody fragments!
A hideous trolloc tries to cleave Draz, but he parries successfully.
Masaj slashes *Draz*'s left arm very hard.
You do the best you can!


* S HP:Hurt MV:Tiring - a hideous trolloc: Scratched - Draz: Beaten > You do the
best you can!


* S HP:Hurt MV:Tiring - a hideous trolloc: Scratched - Draz: Beaten > You do the
best you can!
*Draz* panics, and attempts to flee!


* S HP:Hurt MV:Tiring - a hideous trolloc: Scratched - Draz: Beaten > You do the
best you can!


* S HP:Hurt MV:Tiring - a hideous trolloc: Scratched - Draz: Beaten >
You do the
best you can!
*Draz* leaves south riding a warhorse.

* S HP:Hurt MV:Tiring >
They aren't here.
*Draz* has arrived from the south, riding a warhorse.

* S HP:Hurt MV:Tiring >
You try to pierce *Draz*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!
*Draz* stops riding a warhorse.

* S HP:Hurt MV:Tiring - Draz: Beaten >
*KERBOOM* An explosion sounds in the
distance.
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten > You barely pierce *Draz*'s right leg.
A hideous trolloc tries to cleave Draz, but he deflects the blow.
A hideous trolloc joins a hideous trolloc's fight!
A ramshorned trolloc joins a hideous trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
You pierce *Draz*'s body.
You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten > Masaj sends *Draz* sprawling with a
powerful bash!
You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!


* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >
Masaj waves.
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >
You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten > You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Beaten >

Masaj slashes *Draz*'s body very hard.
A ramshorned trolloc cleaves Draz's body hard.
A ramshorned trolloc cleaves Draz's left leg.
A hideous trolloc barely cleaves Draz's left leg.
A hideous trolloc cleaves Draz's body hard.
You pierce *Draz*'s body hard.

* S HP:Hurt MV:Tiring - Draz: Critical >
[remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Hurt MV:Tiring - Draz: Critical > You try to quietly draw a throwing
knife from a camouflaged hood.

* S HP:Hurt MV:Tiring - Draz: Critical >
You throw a throwing knife at *Draz*.

* S HP:Hurt MV:Tiring - Draz: Critical >




A throwing knife arcs through the air.

* S HP:Hurt MV:Tiring - Draz: Critical >



A throwing knife rips through *Draz*'s guts as he collapses to the ground.
*Draz* is incapacitated and will slowly die, if not aided.

* S HP:Hurt MV:Tiring - Draz: Critical > You do the best you can!

* S HP:Hurt MV:Tiring - Draz: Critical > Masaj slashes *Draz*'s left arm into
bloody fragments!
*Draz* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Draz*'s death cry.
Your heartbeat calms down more as you feel less panicked.
They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong > They aren't here.

* S HP:Hurt MV:Strong >
They aren't here.

* S HP:Hurt MV:Strong >
Masaj narrates 'rip draz'
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
The corpse of Draz is lying here.
A warhorse is here, stamping his feet impatiently.
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Strong >
[wield throwing]
You wield a sharp, red stone dagger.

* S HP:Hurt MV:Strong > You are carrying:
Nothing.

* S HP:Hurt MV:Strong >

You get a throwing knife from the corpse of Draz.

* S HP:Hurt MV:Strong > [remove throwing]
You stop using a sharp, red stone dagger.

* S HP:Hurt MV:Strong >

You don't seem to have a throwingt.

* S HP:Hurt MV:Strong > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
The corpse of Draz is lying here.
A warhorse is here, stamping his feet impatiently.
Masaj the Darkling Master is standing here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Strong >

corpse (here) :
a strange fruit
a full wooden shield
a set of finely-spun cloth sleeves
a mutton shank
a dagger
a dull black shield
the severed head of Kodiak the Trolloc slain in the Blasted Lands
the severed head of Fong the Trolloc slain in the Blight
a pearl-handled sabre
a black pair of silver-tooled boots
a pair of ornately tooled leather leggings
a fine pair of light, buckskin gloves
a pair of tooled leather sleeves
a sapphire collar
a camouflaged hood
a mirrored lantern
a backpack
a large number of gold crowns (42)
a large number of copper pennies (25)
two very used boots with steel toe caps
a pair of dirty leather trousers with chainmail kneecaps
a red and gold tasseled spear
thick, stained, and oily workgloves
a set of bulky leather shoulderpads
a leather baldric
a grimy leather shirt
a padded leather helmet
a torch


Then Masaj died and I left at healthy.

elvira
Posts: 6
Joined: Tue Apr 12, 2022 4:02 am

Re: Pukes in Keep

Post by elvira » Thu Apr 14, 2022 1:29 am

That was a fun pk session. In the end i shouldnt have came out Selaana even with WVD, heron ate me :)

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