Some fun pk haha

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Jestin
Posts: 295
Joined: Mon Jul 10, 2017 11:15 am

Some fun pk haha

Post by Jestin » Fri Jul 08, 2022 2:46 am

* HP:Wounded SP:Good MV:Strong > l
scanThe Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
*Aldwyn* is standing here.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Strong > n
sc
Equitant tries to blast *Aldwyn*, but he deflects the blow.

a* HP:Wounded SP:Good MV:Strong >

* HP:Wounded SP:Good MV:Strong > j
You don't see that here.

* HP:Wounded SP:Good MV:Strong >
Byrg narrates 'was one of these guys like half naked'

* HP:Wounded SP:Good MV:Strong > [kill h.light]
You try to strike *Aldwyn*, but he parries successfully.

* HP:Wounded SP:Good MV:Strong - Equitant: Scratched - Aldwyn: Hurt >
You barely strike *Aldwyn*'s body.
*Aldwyn* barely pierces Equitant's body.

* HP:Wounded SP:Good MV:Strong - Equitant: Scratched - Aldwyn: Hurt >
*Aldwyn* panics, and attempts to flee!

* HP:Wounded SP:Good MV:Strong - Equitant: Scratched - Aldwyn: Hurt >
*Aldwyn* leaves west.

* HP:Wounded SP:Good MV:Strong > w
j
cThe Pantry
[ obvious exits: E ]
A choice steak has been dropped to the ground.
A small collection of dried fruit has been wrapped in oiled cloth.
A juicy looking apple has fallen to the ground. [2]
*Aldwyn* is standing here.
A rat scurries around trying to get out of sight, surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.
An elite trolloc has arrived from the east.
Ack, you lost Equitant!


* HP:Wounded SP:Good MV:Strong > [kill h.light]
You try to strike *Aldwyn*, but he deflects the blow.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > Ok.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
*Aldwyn* tries to pierce you, but you deflect the blow.
A rat now follows Aldwyn.
A rat squeaks 'Aldwyn is at The Pantry'
You try to strike *Aldwyn*, but he deflects the blow.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c

You swiftly dodge *Aldwyn*'s attempt to pierce you.

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cA rat squeaks 'Aldwyn is at The
Pantry'
It's already closed!
*Aldwyn* panics, and attempts to flee!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!
*Aldwyn* panics, and attempts to flee!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > It's already closed!
Byrg narrates 'i dont feel like i have 2 full sets on me'

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c*Aldwyn* tries to pierce you, but
you parry successfully.
You try to strike *Aldwyn*, but he parries successfully.
It's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!
*Aldwyn* sighs loudly.


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > nIt's already closed!

a * HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!

o* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > me in
c

*Aldwyn* says 'really?'

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
c*Aldwyn* tries to pierce you, but
you parry successfully.
You try to strike *Aldwyn*, but he parries successfully.
The pantry is opened from the other side.
You narrate 'come in'

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
cEquitant has arrived from the
east.
Ok.


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!
Byrg narrates 'aldwyn at the pantry!'


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cEquitant blasts *Aldwyn*'s left
leg.
It's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cEquitant blasts *Aldwyn*'s body
hard.
A rat squeaks 'Aldwyn is at The Pantry'
A food-stained cook screams 'Help! A trolloc is here!'
A food-stained cook panics, and attempts to flee!
*Aldwyn* tries to pierce you, but you parry successfully.
You strike *Aldwyn*'s head.
It's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
*Aldwyn* tries to pierce you, but
you deflect the blow.
You try to strike *Aldwyn*, but he deflects the blow.
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > cIt's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > c
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt >
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Hurt > Equitant blasts *Aldwyn*'s body
hard.
*Aldwyn* tries to pierce you, but you parry successfully.
You tickle *Aldwyn*'s right leg with your strike.
It's already closed!

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > c
c
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > nIt's already closed!

a * HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > iIt's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > m spamming it

Equitant blasts *Aldwyn*'s right leg hard.
*Aldwyn* tries to pierce you, but you parry successfully.
You try to strike *Aldwyn*, but he deflects the blow.

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded >
c
You narrate 'im spamming it'

c
* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > Equitant narrates 'i close'
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > cIt's already closed!


* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded >
It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded >
It's already closed!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > It's already closed!

c* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded >
c
It's already closed!

n* HP:Wounded SP:Good MV:Strong - Aldwyn: Wounded > a i need A food-stained cook mutters
'The Dark One's hand is everywhere! Light save us!'
A food-stained cook panics, and attempts to flee!
Equitant blasts *Aldwyn*'s left leg hard.
*Aldwyn* tries to pierce you, but you dodge the attack.
You try to strike *Aldwyn*, but he deflects the blow.
You suddenly feel less protected.
It's already closed!
*Aldwyn* opens the pantry.

sp* HP:Wounded SP:Good MV:Full - Aldwyn: Wounded > s
*Aldwyn* panics, and attempts to flee!


* HP:Wounded SP:Good MV:Full - Aldwyn: Wounded > c
c
Equitant narrates 'okay i bash'
You narrate 'i need sps'
*Aldwyn* leaves east.

c
* HP:Wounded SP:Good MV:Full > cOk.


* HP:Wounded SP:Good MV:Full > cIt's already closed!


* HP:Wounded SP:Good MV:Full > It's already closed!

* HP:Wounded SP:Good MV:Full > It's already closed!

* HP:Wounded SP:Good MV:Full > It's already closed!

o* HP:Wounded SP:Good MV:Full >
e
Ok.

* HP:Wounded SP:Good MV:Full > The Kitchens
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
Equitant has arrived from the west.
An elite trolloc has arrived from the west.

* HP:Wounded SP:Good MV:Full >
Equitant narrates 'firetruck e'

* HP:Wounded SP:Good MV:Full > j
l
[kill h.light]
They aren't here.

* HP:Wounded SP:Good MV:Full > The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

s* HP:Wounded SP:Good MV:Full > tat
You are a 382 year old male dreadlord channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 5.1 lbs and wearing 14.0 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 142, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

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

* HP:Wounded SP:Good MV:Full > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

s* HP:Wounded SP:Good MV:Full > tat
You are a 382 year old male dreadlord channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 5.1 lbs and wearing 14.0 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 142, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

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

* HP:Wounded SP:Good MV:Full > em
a
[seize ]
You feel the flows of saidin coursing through your body.

* HP:Wounded SP:Good MV:Full > [chann 'armor' jestin]
You begin to weave the appropriate flows...

-r e=l e+a se*
Ok.
You weave flows of Spirit around yourself, and you feel protected.

* HP:Wounded SP:Good MV:Full >
l
Ok.

* HP:Wounded SP:Good MV:Full > The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Full > stat
geYou are a 382 year old male dreadlord channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 5.1 lbs and wearing 14.0 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 152, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- NOTICE
- NO QUIT

t * HP:Wounded SP:Good MV:Full > mutton
eat muYou don't see a mutton here.

t* HP:Wounded SP:Good MV:Full > ton
l
You don't seem to have any.

* HP:Wounded SP:Good MV:Full > The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
A dripping hind-quarter of turkey sizzles with butter and pungent spices.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Full > get turkey
eat tYou get a basted turkey leg.

u* HP:Wounded SP:Good MV:Full > rkey
l
You eat the turkey.
You are full.

* HP:Wounded SP:Good MV:Full > The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Full > ch
stat
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 140 hit points.

s* HP:Wounded SP:Good MV:Full > You are a 382 year old male dreadlord channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 5.1 lbs and wearing 14.0 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 152, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- NOTICE
- NO QUIT

can* HP:Wounded SP:Good MV:Full > w
sayA rat scurries around trying to get out of sight,
surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.

* HP:Wounded SP:Good MV:Full > we suck
snicYou say 'we suck'

* HP:Wounded SP:Good MV:Full >
l
You snicker softly.

* HP:Wounded SP:Good MV:Full > The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
You sense a hidden life form in the area...
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Full >
Equitant tries to blast *Aldwyn*, but he deflects the blow.

n* HP:Wounded SP:Good MV:Full >j
[kill h.light]
You try to strike *Aldwyn*, but he deflects the blow.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded >
You barely strike *Aldwyn*'s head.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded >
*Aldwyn* tickles Equitant's body with his pierce.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded >
Equitant sends *Aldwyn* sprawling with a powerful bash!

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded > sp
You try to strike *Aldwyn*, but he deflects the blow.
Equitant blasts *Aldwyn*'s left leg very hard.

h* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded > .aldwyn
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' h.aldwyn}.
#Ok. {b} aliases {chann 'flame' h.aldwyn}.
#Ok. {m} aliases {kill h.aldwyn}.
#Ok. {1} aliases {chann 'blind' h.aldwyn}.
em
v
[seize ]
You feel the flows of saidin coursing through your body.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Wounded > You begin to weave the appropriate flows...

-re l=e a+
Equitant blasts *Aldwyn*'s body very hard.

s e* * + = -
*Aldwyn* panics, and attempts to flee!

- =
Ok.
Spikes of solid ice form in your hands, which you launch at *Aldwyn*.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered >
*Aldwyn* leaves east.

* HP:Wounded SP:Good MV:Full >
Ok.

e* HP:Wounded SP:Good MV:Full >

Equitant leaves east.
An elite trolloc leaves east.

* HP:Wounded SP:Good MV:Full > e
Main Dining Room
[ obvious exits: N W ]
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is here, fighting Aldwyn.
*Aldwyn* is here, fighting Equitant.
A rat scurries around trying to get out of sight, surrounded by a dark aura.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

j* HP:Wounded SP:Good MV:Full >
Alas, you cannot go that way...

* HP:Wounded SP:Good MV:Full > [kill h.light]
You try to strike *Aldwyn*, but he parries successfully.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered > n

*Aldwyn* barely pierces Equitant's body.

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered > No way!
You're fighting for your life!

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered > n

You barely strike *Aldwyn*'s left arm.
A rat now follows Aldwyn.
A rat squeaks 'Aldwyn is at Main Dining Room'
Dyelin Taravin tries to hit you, but you deflect the blow.
*Aldwyn* barely pierces Equitant's head.
*Aldwyn* panics, and attempts to flee!

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered > n
Equitant
gives an elite trolloc an order.
An elite trolloc leaves west.
No way! You're fighting for your life!

* HP:Wounded SP:Good MV:Full - Equitant: Scratched - Aldwyn: Battered > n
No way!
You're fighting for your life!
*Aldwyn* leaves west.

* HP:Wounded SP:Good MV:Full - Dyelin Taravin: Scratched > nNo way! You're
fighting for your life!


* HP:Wounded SP:Good MV:Full - Dyelin Taravin: Scratched > Equitant leaves west.
No way! You're fighting for your life!

* HP:Wounded SP:Good MV:Full - Dyelin Taravin: Scratched > f
You panic and attempt to flee!


You try to strike Dyelin Taravin, but it parries successfully.
Dyelin Taravin tries to hit you, but you deflect the blow.
You flee head over heels.
The Kitchens
[ obvious exits: N E W ]
Equitant the Myrddraal is standing here.
An elite trolloc stands ready to obey orders.

* HP:Wounded SP:Good MV:Strong > n
End of a Short Hallway
[ obvious exits: E S ]
Equitant has arrived from the south.
An elite trolloc has arrived from the south.

* HP:Wounded SP:Good MV:Strong > e
j
A Short Hallway
[ obvious exits: E S W ]
*Aldwyn* is standing here.
Equitant has arrived from the west.
An elite trolloc has arrived from the west.

* HP:Wounded SP:Good MV:Strong > [kill h.light]
You try to strike *Aldwyn*, but he deflects the blow.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered > l

You swiftly dodge *Aldwyn*'s attempt to pierce you.
You try to strike *Aldwyn*, but he parries successfully.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered > A Short Hallway
You walk slowly down a short, but elaborately decorated hall. A fine
oak door opens to the south. You can see the end of the hall not far off
to the west, while to the east you can see an entrance to the courtyard.
A faint aroma of something pleasing leads you west.
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.
*Aldwyn* is here, fighting YOU!
*Aldwyn* panics, and attempts to flee!

k* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered >

Equitant blasts *Aldwyn*'s body.

* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered > k
[kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered > k
k
[kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Aldwyn: Battered > k
*Cera* has arrived from the
east.
A warhorse has arrived from the east.
[kill light]
You do the best you can!
*Aldwyn* leaves east.

* HP:Wounded SP:Good MV:Strong > k
[kill light]
*Cera* swiftly dodges your attempt to strike her.

* HP:Wounded SP:Good MV:Strong - Cera: Healthy > kEquitant tries to blast *Cera*,
but she dodges the attack.
[kill light]
You do the best you can!


* HP:Wounded SP:Good MV:Strong - Cera: Healthy > [kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy > [kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
Equitant tries to blast *Cera*, but she parries successfully.
*Cera* tries to strike you, but you parry successfully.
You try to strike *Cera*, but she dodges the attack.

s* HP:Wounded SP:Good MV:Strong - Cera: Healthy > p cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
k
[kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy > k
k[kill light]
You do the best you can!


* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
You try to strike *Cera*, but she parries successfully.

* HP:Wounded SP:Good MV:Strong - Cera: Healthy > [kill light]
You do the best you can!

k* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
*Cera* unleashes a flurry of icy
spikes at Equitant, who is stabbed repeatedly.
[kill light]
You do the best you can!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
*Cera* avoids being bashed by Equitant who loses his balance and falls!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
You try to strike *Cera*, but she deflects the blow.

* HP:Wounded SP:Good MV:Strong - Cera: Healthy > k
You gasp in pain as streaks of
fire from *Cera* burn your body!
[kill light]
You do the best you can!

n* HP:Wounded SP:Good MV:Strong - Cera: Healthy > a brb
You narrate 'brb'

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
You try to strike *Cera*, but she parries successfully.

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
*Cera* panics, and attempts to flee!

* HP:Wounded SP:Good MV:Strong - Cera: Healthy >
*Cera* leaves west.
*Cera* has arrived from the west.

* HP:Wounded SP:Good MV:Strong >
*Cera* leaves east.
A warhorse leaves east.

* HP:Wounded SP:Good MV:Strong > j
l
[kill h.light]
They aren't here.

* HP:Wounded SP:Good MV:Strong > A Short Hallway
You walk slowly down a short, but elaborately decorated hall. A fine
oak door opens to the south. You can see the end of the hall not far off
to the west, while to the east you can see an entrance to the courtyard.
A faint aroma of something pleasing leads you west.
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is standing here.

* HP:Wounded SP:Good MV:Strong > stat
You are a 382 year old male dreadlord
channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 5.1 lbs and wearing 14.0 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 152, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- NOTICE
- NO QUIT

n* HP:Wounded SP:Good MV:Strong > a snicker
k
You narrate 'snicker'

di* HP:Wounded SP:Good MV:Strong > a[kill light]
They aren't here.

* HP:Wounded SP:Good MV:Strong > equitan
Equitant tries to blast *Geom*, but he deflects the blow.

t* HP:Wounded SP:Good MV:Strong >
jEquitant has some small wounds and bruises.


* HP:Wounded SP:Good MV:Strong > *Geom* pierces Equitant's left arm.
Equitant tries to blast *Geom*, but he deflects the blow.
[kill h.light]
You try to strike *Geom*, but he deflects the blow.

* HP:Wounded SP:Good MV:Full - Equitant: Hurt - Geom: Healthy > get car
*Cera* has arrived from the east.
A warhorse has arrived from the east.

v* HP:Wounded SP:Good MV:Full - Equitant: Hurt - Geom: Healthy > ing sack
f
You try to
strike *Geom*, but he deflects the blow.
*Geom* pierces Equitant's left foot.
You get a jade carving of an old man from a brown sack.

* HP:Wounded SP:Good MV:Full - Equitant: Hurt - Geom: Healthy > sp c *Geom* avoids being bashed by Equitant who loses his balance and falls!
You panic and attempt to flee!

er
You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

a* HP:Wounded SP:Good MV:Full >
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
hold carving
*Cera* has arrived from the west.
A warhorse has arrived from the west.


* HP:Wounded SP:Good MV:Full > em
w
*Cera* tries to strike you, but you dodge the
attack.
You grab a jade carving of an old man.

* HP:Wounded SP:Good MV:Full - Cera: Healthy > v
[seize ]
You feel the flows of saidin coursing through your body.

* HP:Wounded SP:Good MV:Full - Cera: Healthy > You try to strike *Cera*, but she
parries successfully.
No way! You're fighting for your life!

f* HP:Wounded SP:Good MV:Full - Cera: Healthy >
You begin to weave the appropriate flows...

Cancelled.
You panic and attempt to flee!


You flee head over heels.
A Short Hallway
[ obvious exits: E S W ]
*Geom* is here, fighting Equitant.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is here, fighting Geom.

w
* HP:Wounded SP:Good MV:Full > w
End of a Short Hallway
[ obvious exits: E S ]

* HP:Wounded SP:Good MV:Full > Alas, you cannot go that way...

* HP:Wounded SP:Good MV:Full > e
A Short Hallway
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.
*Geom* is here, fighting Equitant.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is here, fighting Geom.

b
* HP:Wounded SP:Good MV:Full > You begin to weave the appropriate flows...

-
*Geom* avoids being bashed by Equitant who loses his balance and falls!

= +
*Geom* pierces Equitant's body.

* * + =
You draw some energy from the carving in your hand.
Ok.
Streaks of fire flow from your hands, burning *Cera*.

* HP:Wounded SP:Good MV:Full - Cera: Hurt > b
You try to strike *Cera*, but she deflects the blow.
*Cera* tries to strike you, but you parry successfully.
*Geom* barely pierces Equitant's body.
You gasp in pain as streaks of fire from *Cera* burn your body!


* HP:Wounded SP:Good MV:Full - Cera: Hurt > You begin to weave the appropriate flows...

-
Equitant gives an elite trolloc an order.
An elite trolloc joins Equitant's fight!

=
Equitant gives an elite trolloc an order.

+ *
*Geom* pierces Equitant's body.

* +
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Cera* burn your body!

b
*Cera* tries to strike you, but you deflect the blow.
*Geom* pierces Equitant's left leg.
*Aldwyn* pierces Equitant's right hand.



You flee head over heels.
End of a Short Hallway
[ obvious exits: E S ]

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

* HP:Battered SP:Good MV:Strong > s
*Cera* has arrived from the east.
A warhorse has arrived from the east.
The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Good MV:Strong > b

*Cera* has arrived from the north.
A warhorse has arrived from the north.

* HP:Battered SP:Good MV:Strong >
*Cera* tries to strike you, but you deflect the blow.

* HP:Battered SP:Good MV:Strong - Cera: Hurt > You begin to weave the appropriate flows...

- = + * * +
You try to strike *Cera*, but she parries successfully.
*Cera* tries to strike you, but you deflect the blow.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Cera* burn your body!

b
You flee head over heels.
Main Dining Room
[ obvious exits: N W ]
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
A rat scurries around trying to get out of sight, surrounded by a dark aura.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.
Nobody here by that name.

* HP:Battered SP:Good MV:Strong > n
*Cera* has arrived from the west.
A warhorse has arrived from the west.
A Short Hallway
[ obvious exits: E S W ]
*Aldwyn* is here, fighting Equitant.
*Geom* is here, fighting Equitant.
An elite trolloc stands ready to obey orders.
Equitant the Myrddraal is here, fighting Geom.

* HP:Battered SP:Good MV:Strong > w
*Aldwyn* barely pierces Equitant's body.
*Geom* barely pierces Equitant's head.
End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Good MV:Strong > release
sOk.


* HP:Battered SP:Good MV:Strong > The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Good MV:Strong > s
Equitant has arrived from the east.

t* HP:Battered SP:Good MV:Strong > at
You are a 382 year old male dreadlord
channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 3.6 lbs and wearing 15.5 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 152, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- ARMOR
- NOTICE
- NO QUIT

e* HP:Battered SP:Good MV:Strong >
nMain Dining Room
[ obvious exits: N W ]
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
A rat scurries around trying to get out of sight, surrounded by a dark aura.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.
Equitant has arrived from the west.

ot* HP:Battered SP:Good MV:Strong >

*Cera* has arrived from the north.
A warhorse has arrived from the north.

* HP:Battered SP:Good MV:Strong > l

Equitant tries to blast *Cera*, but she deflects the blow.

* HP:Battered SP:Good MV:Strong > You stop paying increased attention to your
surroundings.

* HP:Battered SP:Good MV:Strong > Main Dining Room
You have entered an enormous square room capable of holding hundreds of
people. There are more tables than you can count, with fifteen chairs
around each. Fine tapestries line the walls, offset with flaming braziers.
An appetizing smell wafts through the western door.
[ obvious exits: N W ]
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
*Geom* is standing here.
A warhorse is here, stamping his feet impatiently.
*Cera* is here, fighting Equitant.
Equitant the Myrddraal is here, fighting Cera.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

n* HP:Battered SP:Good MV:Strong >

You swiftly dodge *Geom*'s attempt to pierce you.

* HP:Battered SP:Good MV:Strong - Geom: Healthy > No way! You're fighting for
your life!

* HP:Battered SP:Good MV:Strong - Geom: Healthy > f
Dyelin Taravin tries to hit you, but you parry successfully.
Someone squeaks 'Geom, Cera are at Main Dining Room'
Dyelin Taravin tries to hit you, but you parry successfully.
Someone squeaks 'Geom, Cera are at Main Dining Room'
You try to strike *Geom*, but he parries successfully.
*Geom* tries to pierce you, but you deflect the blow.
You panic and attempt to flee!


You flee head over heels.
The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Good MV:Strong > n
End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Good MV:Strong > na n
Someone squeaks 'Geom, Cera are at Main Dining Room'

e* HP:Battered SP:Good MV:Strong > ed a tic
You narrate 'need a tic'

* HP:Battered SP:Good MV:Strong > s
The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Good MV:Strong >
Byrg narrates 'oh'

* HP:Battered SP:Good MV:Strong >
Equitant narrates 'am batt'

* HP:Battered SP:Good MV:Strong > n
End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Good MV:Strong > na ok g
Byrg narrates '3 ppls'

e* HP:Battered SP:Good MV:Strong > t out

Equitant narrates 'crit even'

* HP:Battered SP:Good MV:Strong > eYou narrate 'ok get out'

* HP:Battered SP:Good MV:Strong >
A Short Hallway
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.
Your blood freezes as you hear someone's death cry.

* HP:Battered SP:Good MV:Strong > s
Main Dining Room
[ obvious exits: N W ]
The corpse of Equitant is lying here.
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
*Aldwyn* is standing here.
*Geom* is standing here.
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

* HP:Battered SP:Good MV:Strong >
*Geom* tries to pierce you, but you parry successfully.
*Cera* tries to strike you, but you deflect the blow.

w* HP:Battered SP:Good MV:Strong - Geom: Healthy >
No way! You're fighting for
your life!

* HP:Battered SP:Good MV:Strong - Geom: Healthy > f

*Cera* tries to strike you, but you parry successfully.
*Geom* swiftly dodges your attempt to strike him.
*Geom* tries to pierce you, but you deflect the blow.
*Geom* tries to pierce you, but you deflect the blow.

* HP:Battered SP:Good MV:Strong - Geom: Healthy > You panic and attempt to flee!

n

You flee head over heels.
The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Good MV:Strong > End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Good MV:Strong > sp cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
not
You start paying increased attention to your
surroundings.

* HP:Battered SP:Good MV:Strong >
*Geom* tries to pierce you, but you deflect the blow.
*Cera* has arrived from the south.
A warhorse has arrived from the south.

l* HP:Battered SP:Good MV:Strong - Geom: Healthy >

Equitant tells you 'I have perished'

* HP:Battered SP:Good MV:Strong - Geom: Healthy > You swiftly dodge *Cera*'s
attempt to strike you.
End of a Short Hallway
You arrive at the end of a hallway. The hall is less elegantly decorated here
and the door to the south looks a little worn. From under the southern door
you can smell something that gets your stomach rumbling.
[ obvious exits: E S ]
A warhorse is here, stamping his feet impatiently.
*Cera* is here, fighting YOU!
*Geom* is here, fighting YOU!

f* HP:Battered SP:Good MV:Strong - Geom: Healthy >
You panic and attempt to flee!

not
e
You flee head over heels.
The Kitchens
[ obvious exits: N E W ]
You stop paying increased attention to your surroundings.

* HP:Battered SP:Good MV:Strong > Main Dining Room
[ obvious exits: N W ]
The corpse of Equitant is lying here.
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

* HP:Battered SP:Good MV:Tiring > n

*Cera* has arrived from the west.
A warhorse has arrived from the west.

* HP:Battered SP:Good MV:Tiring > e
You swiftly dodge *Cera*'s attempt to strike
you.
No way! You're fighting for your life!

* HP:Battered SP:Good MV:Tiring - Cera: Hurt > No way! You're fighting for your
life!

* HP:Battered SP:Good MV:Tiring - Cera: Hurt > f
You panic and attempt to flee!


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

n
reply just a
You gasp in pain as streaks of fire from *Cera* burn your body!

bs riYou flee head over heels.
A Short Hallway
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.
Alas, you cannot go that way...

gh* HP:Beaten SP:Good MV:Tiring > t
e
You reply to Equitant 'just abs right'

* HP:Beaten SP:Good MV:Tiring > e
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Good MV:Tiring > North-West Corner of the Courtyard
[ obvious exits: N E S W ]
The waters of a blue-veined marble fountain pour forth here.

* HP:Beaten SP:Good MV:Tiring > e
North-East Corner of the Courtyard
[ obvious exits: E S W ]
The waters of a blue-veined marble fountain pour forth here.

* HP:Beaten SP:Good MV:Tiring > e
wJunction in a Corridor
[ obvious exits: E S W ]

h* HP:Beaten SP:Good MV:Tiring >
[where ]
Players in your Zone
--------------------
Jestin - Junction in a Corridor

* HP:Beaten SP:Good MV:Tiring >
Your heartbeat calms down more as you feel less panicked.

* HP:Battered SP:Strong MV:Strong > sp cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
l
stat
Junction in a Corridor
A plain corridor of dressed gray stone stretches from east to west. In the
western wall is a stone archway carved with roses, which opens onto the
palace courtyard. A room lies to the south beyond double doors.
[ obvious exits: E S W ]

* HP:Battered SP:Strong MV:Strong > You are a 382 year old male dreadlord
channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 3.6 lbs and wearing 15.5 lbs, peanuts.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 125, Dodging bonus: 152, Parrying bonus: 192
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

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

* HP:Battered SP:Strong MV:Strong > i
You are carrying:
a skin of human flesh
a brown sack

* HP:Battered SP:Strong MV:Strong > em
get[seize ]
You feel the flows of saidin coursing through your body.

t* HP:Battered SP:Strong MV:Strong > ea
Byrg narrates 'wgate picked'

* HP:Battered SP:Strong MV:Strong > sack
quaffYou get a cup of thready brown tea from a
brown sack.

t* HP:Battered SP:Strong MV:Strong > ea
w
You quaff a cup of thready brown tea which
dissolves.
Ok.
A surge of adrenaline works into your muscles, enhancing your strength.

* HP:Battered SP:Strong MV:Strong > vEquitant tells you 'ya no biggie'
North-East Corner of the Courtyard
[ obvious exits: E S W ]
The waters of a blue-veined marble fountain pour forth here.


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

* HP:Battered SP:Strong MV:Strong > w
v
North-West Corner of the Courtyard
[ obvious exits: N E S W ]
The waters of a blue-veined marble fountain pour forth here.

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

* HP:Battered SP:Strong MV:Strong > w
v
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Battered SP:Strong MV:Strong > w Nobody here by that name.

* HP:Battered SP:Strong MV:Strong >
v
A Short Hallway
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.

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

* HP:Battered SP:Strong MV:Strong > w
End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Strong MV:Strong > s
The Kitchens
[ obvious exits: N E W ]

s* HP:Battered SP:Strong MV:Strong > can e
*Aldwyn* is standing here.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

s* HP:Battered SP:Strong MV:Strong > can w
nA cook busily prepares a savory dish in his
kitchen.

ot* HP:Battered SP:Strong MV:Strong >
You start paying increased attention to your
surroundings.

j
* HP:Battered SP:Strong MV:Strong > [kill h.light]
They aren't here.
Byrg narrates 'sgate picked'

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > scan e
A rat scurries around trying to get out of
sight, surrounded by a dark aura.
*Aldwyn* is standing here.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > i
You are carrying:
a skin of human flesh
a brown sack

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]
Byrg narrates 'egate picked!'

* HP:Battered SP:Strong MV:Strong > l
The Kitchens
A large room which appears to be in a perpetual state of chaos. There are
basins, pots, pans, cups, and assorted other cooking utensils constantly
being grabbed and thrown around by the array of cooks working here to
prepare the next meal. A fire is roaring in the southern wall.
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > wh
scan[where ]
Players in your Zone
--------------------
Jestin - The Kitchens

* HP:Battered SP:Strong MV:Strong > e

*Cera* has arrived from the north.
A warhorse has arrived from the north.

* HP:Battered SP:Strong MV:Strong > A rat scurries around trying to get out of
sight, surrounded by a dark aura.
*Aldwyn* is standing here.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.

* HP:Battered SP:Strong MV:Strong >
*Cera* leaves east.
A warhorse leaves east.

* HP:Battered SP:Strong MV:Strong > n
End of a Short Hallway
[ obvious exits: E S ]

* HP:Battered SP:Strong MV:Strong > not
em
You stop paying increased attention to your
surroundings.

* HP:Battered SP:Strong MV:Strong > [seize ]
You are already in touch with saidin, can't you feel it?

* HP:Battered SP:Strong MV:Strong > z
[chann 'flame' h.light]
Nobody here by that name.

* HP:Battered SP:Strong MV:Strong >
Someone squeaks 'Aldwyn is at A Short Hallway'

s* HP:Battered SP:Strong MV:Strong >
z
The Kitchens
[ obvious exits: N E W ]

* HP:Battered SP:Strong MV:Strong > [chann 'flame' h.light]
Nobody here by that name.

* HP:Battered SP:Strong MV:Strong > not
j

*Cera* has arrived from the west.
A warhorse has arrived from the west.

* HP:Battered SP:Strong MV:Strong > zYou swiftly dodge *Cera*'s attempt to strike
you.
You start paying increased attention to your surroundings.


* HP:Battered SP:Strong MV:Strong - Cera: Scratched > [kill h.light]
You do the best you can!

* HP:Battered SP:Strong MV:Strong - Cera: Scratched > [chann 'flame' h.light]
You begin to weave the appropriate flows...

f
-
*Cera* tries to strike you, but you parry successfully.

Cancelled.
You panic and attempt to flee!


You flee head over heels.
The Pantry
[ obvious exits: E ]
A choice steak has been dropped to the ground.
A small collection of dried fruit has been wrapped in oiled cloth.
A juicy looking apple has fallen to the ground. [2]
A rat scurries around trying to get out of sight, surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.

* HP:Battered SP:Strong MV:Tiring > e
v
The Kitchens
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.

* HP:Battered SP:Strong MV:Tiring > You begin to weave the appropriate flows...

- =
You swiftly dodge *Cera*'s attempt to strike you.

+ * * + = - - =
You draw some energy from the carving in your hand.
Ok.
Spikes of solid ice form in your hands, which you launch at *Cera*.

* HP:Battered SP:Strong MV:Tiring - Cera: Wounded > b
*Cera* swiftly dodges your attempt to strike her.
*Cera* tries to strike you, but you deflect the blow.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Cera* burn your body!


You flee head over heels.
The Pantry
[ obvious exits: E ]
A choice steak has been dropped to the ground.
A small collection of dried fruit has been wrapped in oiled cloth.
A juicy looking apple has fallen to the ground. [2]
A rat scurries around trying to get out of sight, surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.
Nobody here by that name.

* HP:Beaten SP:Strong MV:Tiring > e
b

Byrg narrates 'ngate picked!'

* HP:Beaten SP:Strong MV:Tiring > The Kitchens
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.

* HP:Beaten SP:Strong MV:Tiring > You begin to weave the appropriate flows...

- = + *
*Cera* leaves west.
A warhorse leaves west.

* + =
Your target is no longer here!

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

* HP:Beaten SP:Strong MV:Tiring >
*Cera* has arrived from the west.
A warhorse has arrived from the west.

* HP:Beaten SP:Strong MV:Tiring > n
*Cera* tries to strike you, but you parry
successfully.
No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > f
You panic and attempt to flee!

release
You flee head over heels.
Main Dining Room
[ obvious exits: N W ]
The corpse of Equitant is lying here.
A chair made of red oak rests next to the table. [15]
A large round table built from black oak dominates the center of the room.
Lady Dyelin, High Seat of House Taravin stands here.
A dining room servant is here, keeping things clean.
Ok.

* HP:Beaten SP:Strong MV:Tiring > n
A Short Hallway
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.

* HP:Beaten SP:Strong MV:Tiring > w
hoEnd of a Short Hallway
[ obvious exits: E S ]

l* HP:Beaten SP:Strong MV:Tiring > d
eq
Hold what?

* HP:Beaten SP:Strong MV:Tiring > You are using:
<held> a jade carving of an old man
<worn on finger> an emerald ring
<worn on finger> an emerald ring
<worn on head> a camouflaged hood
<worn around neck> a Kandori snowflake necklace
<worn around neck> a Kandori snowflake necklace
<worn on body> a dark suede shirt rich with lace at the neck and cuffs
<worn about body> a coat bearing the ancient symbol of the Aes Sedai
<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 silver etched shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* HP:Beaten SP:Strong MV:Tiring > s
The Kitchens
[ obvious exits: N E W ]

* HP:Beaten SP:Strong MV:Tiring > w

*Cera* has arrived from the north.
A warhorse has arrived from the north.

* HP:Beaten SP:Strong MV:Tiring > e*Cera* tries to strike you, but you parry
successfully.
No way! You're fighting for your life!

m* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded >
[seize ]
You feel the flows of saidin coursing through your body.

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > d
f
No way! You're fighting for
your life!

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > do o You panic and attempt to flee!

r pantry
You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Cera* burn your body!


#Ok. {o} aliases {open pantry}.
#Ok. {c} aliases {close pantry}.
,
You try to strike *Cera*, but she deflects the blow.
You swiftly dodge *Cera*'s attempt to strike you.
You flee head over heels.
The Pantry
[ obvious exits: E ]
A choice steak has been dropped to the ground.
A small collection of dried fruit has been wrapped in oiled cloth.
A juicy looking apple has fallen to the ground. [2]
A rat scurries around trying to get out of sight, surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.


* HP:Beaten SP:Strong MV:Tiring > [chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = + * ,
* Cancelled.
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

e
-
Your heartbeat calms down more as you feel less panicked.

,
Cancelled.
The Kitchens
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.

* HP:Beaten SP:Strong MV:Strong > [chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

-
*Cera* leaves west.
A warhorse leaves west.

=
A rat has arrived from the north.

+ *w * +
You draw some energy from the carving in your hand.
You lost control of Saidin!

* HP:Beaten SP:Strong MV:Strong > w
,
The Pantry
[ obvious exits: E ]
A choice steak has been dropped to the ground.
A small collection of dried fruit has been wrapped in oiled cloth.
A juicy looking apple has fallen to the ground. [2]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.
A rat scurries around trying to get out of sight, surrounded by a dark aura.
A cook busily prepares a savory dish in his kitchen.

* HP:Beaten SP:Strong MV:Tiring > [chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...


*Cera* tries to strike you, but you parry successfully.

- = + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* vibrates and is knocked about.
A rat vibrates and is knocked about.
A rat is mortally wounded, and will die soon, if not aided.
A food-stained cook vibrates and is knocked about.

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = + *
*Cera* panics, and attempts to flee!

* +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* vibrates and is knocked about.
Yet again! Seems like a rerun...
The vibrations are so incredible, a rat is shaken into little pieces.
A rat is dead! R.I.P.
Your blood freezes as you hear a rat's death cry.
A food-stained cook vibrates and is knocked about.

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > c
A food-stained cook tries to slash you, but you dodge the attack.
A food-stained cook tries to bite you, but you brush him aside.
You swiftly dodge a warhorse's attempt to hit you.
You try to strike *Cera*, but she parries successfully.
*Cera* tries to strike you, but you parry successfully.
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

Cancelled.
*Cera* panics, and attempts to flee!
Ok.

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > v

A food-stained cook tries to bite you, but you brush him aside.

* HP:Beaten SP:Strong MV:Tiring - Cera: Wounded > You begin to weave the appropriate flows...

- = + *
A food-stained cook tries to slash you, but you deflect the blow.
A warhorse tries to hit you, but you dodge the attack.

* +
The pantry is opened from the other side.

= - - =
You draw some energy from the carving in your hand.
Ok.
*Cera* panics, and attempts to flee!
Spikes of solid ice form in your hands, which you launch at *Cera*.

* HP:Beaten SP:Strong MV:Tiring - Cera: Battered > c
Ok.

,* HP:Beaten SP:Strong MV:Tiring - Cera: Battered >

A food-stained cook tries to slash you, but you dodge the attack.
A warhorse tries to hit you, but you parry successfully.
You try to strike *Cera*, but she parries successfully.
*Cera* tries to strike you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Tiring - Cera: Battered > [chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* panics, and attempts to flee!
*Cera* vibrates and is knocked about.
A food-stained cook vibrates and is knocked about.
The pantry is opened from the other side.

* HP:Beaten SP:Strong MV:Tiring - Cera: Beaten > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...


A food-stained cook tries to slash you, but you dodge the attack.
You swiftly dodge a warhorse's attempt to hit you.
*Cera* tries to strike you, but you parry successfully.

- = + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* panics, and attempts to flee!
*Cera* vibrates and is knocked about.
A food-stained cook vibrates and is knocked about.

* HP:Beaten SP:Strong MV:Tiring - Cera: Critical > A food-stained cook tries to bite you, but you brush him aside.
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = +
A food-stained cook tries to slash you, but you parry successfully.
A warhorse tries to hit you, but you dodge the attack.
*Cera* tries to strike you, but you parry successfully.
*Cera* leaves east.

* e*
+
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
A food-stained cook vibrates and is knocked about.

* HP:Beaten SP:Strong MV:Tiring - a warhorse: Hurt > No way! You're fighting
for your life!

,
* HP:Beaten SP:Strong MV:Tiring - a warhorse: Hurt > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

f
Cancelled.
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

Cancelled.
PANIC! You couldn't escape!

* HP:Beaten SP:Strong MV:Tiring - a warhorse: Hurt > f

You try to strike a warhorse, but he parries successfully.
A food-stained cook tries to bite you, but you brush him aside.
A food-stained cook tries to slash you, but you deflect the blow.
A warhorse tries to hit you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Tiring - a warhorse: Hurt > You panic and attempt to flee!


You flee head over heels.
The Kitchens
[ obvious exits: N E W ]
A rat scurries around trying to get out of sight, surrounded by a dark aura.
*Aldwyn* is standing here.

k* HP:Beaten SP:Strong MV:Tiring >
[kill light]
You try to strike *Aldwyn*, but he parries successfully.

* HP:Beaten SP:Strong MV:Tiring - Aldwyn: Beaten > x
You begin to weave the appropriate flows...

-
You swiftly dodge *Aldwyn*'s attempt to pierce you.
*Aldwyn* tries to pierce you, but you dodge the attack.

= + *
*Aldwyn* panics, and attempts to flee!


*Aldwyn* leaves north.

* + = - - s=
Your target is no longer here!

* HP:Beaten SP:Strong MV:Tiring > p cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
n
e
End of a Short Hallway
[ obvious exits: E S ]
*Aldwyn* is standing here.

* HP:Beaten SP:Strong MV:Tiring > A Short Hallway
[ obvious exits: E S W ]
An elite trolloc stands ready to obey orders.

* HP:Beaten SP:Strong MV:Tiring > j

*Aldwyn* tries to pierce you, but you dodge the attack.

* HP:Beaten SP:Strong MV:Tiring - Aldwyn: Beaten > k[kill h.light]
You do the best you can!


* HP:Beaten SP:Strong MV:Tiring - Aldwyn: Beaten > x
You strike *Aldwyn*'s head.
You swiftly dodge *Aldwyn*'s attempt to pierce you.
[kill light]
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Aldwyn: Beaten > You begin to weave the appropriate flows...

- =
*Aldwyn* tries to pierce you, but you dodge the attack.

+ * * + = -
*Aldwyn* panics, and attempts to flee!

- =
You draw some energy from the carving in your hand.
Ok.
Spikes of solid ice form in your hands, which you launch at *Aldwyn*.
*Aldwyn* leaves west.

* HP:Beaten SP:Strong MV:Tiring > k
k
k
[kill light]
They aren't here.

* HP:Beaten SP:Strong MV:Tiring > k
[kill light]
They aren't here.

* HP:Beaten SP:Strong MV:Tiring > k
[kill light]
They aren't here.

k* HP:Beaten SP:Strong MV:Tiring >
[kill light]
They aren't here.

k* HP:Beaten SP:Strong MV:Tiring >
[kill light]
*Geom* swiftly dodges your attempt to strike him.
*Aldwyn* tries to pierce you, but you dodge the attack.

k
* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > k[kill light]
You do the best you can!


* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > *Aldwyn* tries to pierce you,
but you dodge the attack.
*Geom* tries to pierce you, but you deflect the blow.
You try to strike *Geom*, but he parries successfully.
[kill light]
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > [kill light]
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > [kill light]
You do the best you can!

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy >
*Aldwyn* panics, and attempts to flee!

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > sp aldwyn
*Geom* tries to pierce you, but you parry successfully.
*Aldwyn* leaves south.


#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' aldwyn}.
#Ok. {b} aliases {chann 'flame' aldwyn}.
#Ok. {m} aliases {kill aldwyn}.
#Ok. {1} aliases {chann 'blind' aldwyn}.
* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > b
Nobody here by that name.

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy >
*Geom* tries to pierce you, but you parry successfully.
*Geom* swiftly dodges your attempt to strike him.

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > b
Nobody here by that name.

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > b
You begin to weave the appropriate flows...

-
*Geom* tries to pierce you, but you parry successfully.

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

* * + =
You draw some energy from the carving in your hand.
Ok.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Streaks of Fire burn through *Aldwyn*, leaving only a blackened corpse.
Your blood freezes as you hear *Aldwyn*'s death cry.

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > release
s*Geom* tries to pierce you, but
you parry successfully.
You try to strike *Geom*, but he deflects the blow.
*Geom* tries to pierce you, but you deflect the blow.
Ok.

p * HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > geom
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' geom}.
#Ok. {b} aliases {chann 'flame' geom}.
#Ok. {m} aliases {kill geom}.
#Ok. {1} aliases {chann 'blind' geom}.
em
v
[seize ]
You feel the flows of saidin coursing through your body.

* HP:Beaten SP:Strong MV:Tiring - Geom: Healthy > You begin to weave the appropriate flows...

-
*Cera* has arrived from the east.

=
*Cera* leaves south.

+
*Geom* tries to pierce you, but you deflect the blow.

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

* +s p= c e-
*Cera* has arrived from the south.

r -a =
You draw some energy from the carving in your hand.
Ok.
Spikes of solid ice form in your hands, which you launch at *Geom*.

* HP:Beaten SP:Strong MV:Tiring - Geom: Hurt >
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
f

*Geom* tries to pierce you, but you deflect the blow.
You try to strike *Geom*, but he dodges the attack.

* HP:Beaten SP:Strong MV:Tiring - Geom: Hurt > You panic and attempt to flee!


*Geom* gets the severed head of Equitant the Myrddraal slain in Andor from the
corpse of Aldwyn.
*Geom* gets a belt pack from the corpse of Aldwyn.
*Geom* gets a pair of thick metal boots from the corpse of Aldwyn.
*Geom* gets a pair of ebony-steel plate greaves from the corpse of Aldwyn.
*Geom* gets a titanic spiked axe of ebon steel from the corpse of Aldwyn.
*Geom* gets a pair of heavy metal gauntlets from the corpse of Aldwyn.
*Geom* gets a pair of ebony-steel plate vambraces from the corpse of Aldwyn.
*Geom* gets a shining steel breastplate from the corpse of Aldwyn.
*Geom* gets two very used boots with steel toe caps from the corpse of Aldwyn.
*Geom* gets a blackened steel kris from the corpse of Aldwyn.
*Geom* gets thick, stained, and oily workgloves from the corpse of Aldwyn.
*Geom* gets a lantern from the corpse of Aldwyn.


*Geom* tries to pierce you, but you parry successfully.
You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Cera* burn your body!


You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]
A thick black cloak seems to make a puddle on the ground.

* HP:Critical SP:Strong MV:Tiring > ,
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...


*Cera* has arrived from the west.

-
You swiftly dodge *Cera*'s attempt to strike you.

= + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
*Cera* panics, and attempts to flee!
*Cera* vibrates and is knocked about.

* HP:Critical SP:Strong MV:Tiring - Cera: Critical > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

-
*Geom* tries to pierce you, but you deflect the blow.

=
*Geom* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.

+
*Cera* leaves east.

* * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
*Geom* vibrates and is knocked about.

* HP:Critical SP:Strong MV:Strong - Geom: Hurt > l
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

s p Cancelled.
Entrance to the Courtyard
The hallway bends here to the north and west. An archway is set into the
eastern wall through which you can see the palace courtyard. A large
painting is here, hung on the southern wall.
[ obvious exits: N E W ]
A thick black cloak seems to make a puddle on the ground.
*Geom* is here, fighting YOU!

* HP:Critical SP:Strong MV:Strong - Geom: Hurt > geom
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' geom}.
#Ok. {b} aliases {chann 'flame' geom}.
#Ok. {m} aliases {kill geom}.
#Ok. {1} aliases {chann 'blind' geom}.

You try to strike *Geom*, but he deflects the blow.
*Geom* tries to pierce you, but you deflect the blow.

* HP:Critical SP:Strong MV:Strong - Geom: Hurt > v
You begin to weave the appropriate flows...

- = + * * + = -
*Geom* tries to pierce you, but you deflect the blow.

- =
You draw some energy from the carving in your hand.
Ok.
Spikes of solid ice form in your hands, which you launch at *Geom*.

* HP:Critical SP:Strong MV:Strong - Geom: Wounded > v
You begin to weave the appropriate flows...

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

* + = - - =
You draw some energy from the carving in your hand.
Ok.
Spikes of solid ice form in your hands, which you launch at *Geom*.

* HP:Critical SP:Strong MV:Strong - Geom: Battered > v
You begin to weave the appropriate flows...

-
*Geom* tries to pierce you, but you parry successfully.

= +
*Geom* tries to pierce you, but you parry successfully.
*Geom* panics, and attempts to flee!

*
*Geom* leaves north.

n*
k
+ Cancelled.
Junction in a Hallway
[ obvious exits: N E S W ]
*Geom* is standing here.
A palace servant is here, about his duties.

* HP:Critical SP:Strong MV:Strong > [kill light]
You try to strike *Geom*, but he deflects the blow.

* HP:Critical SP:Strong MV:Strong - Geom: Battered > x
You begin to weave the appropriate flows...


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

- =
*Geom* panics, and attempts to flee!

+ *
*Geom* leaves north.

* + = - - =
Your target is no longer here!

* HP:Critical SP:Strong MV:Strong > l n
not* HP:Critical SP:Strong MV:Strong >
l
You stop
paying increased attention to your surroundings.

* HP:Critical SP:Strong MV:Strong > Junction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
A palace servant is here, about his duties.

* HP:Critical SP:Strong MV:Strong > not
l
You start paying increased attention to your
surroundings.

* HP:Critical SP:Strong MV:Strong > sJunction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
A palace servant is here, about his duties.

c* HP:Critical SP:Strong MV:Strong > an n
*Geom* is standing here.
The jailer for the Queen's Guard stands sentry here.
The jailer for the Queen's Guard stands sentry here.

* HP:Critical SP:Strong MV:Strong > n
v
A Dead End
[ obvious exits: S ]
*Geom* is standing here.
The jailer for the Queen's Guard stands sentry here.
The jailer for the Queen's Guard stands sentry here.

* HP:Critical SP:Strong MV:Strong > You begin to weave the appropriate flows...

- = + * * + = - - =
*Reyne* has arrived from the south.
Your target is no longer here!

* HP:Critical SP:Strong MV:Strong > s
Junction in a Hallway
[ obvious exits: N E S W ]
A palace servant is here, about his duties.

* HP:Critical SP:Strong MV:Strong > e
rel*Reyne* has arrived from the north.
The Entrance Hall
[ obvious exits: N E S W ]
A lantern has been left here.

ea* HP:Beaten SP:Strong MV:Tiring > se
not
Ok.

* HP:Beaten SP:Strong MV:Tiring > You stop paying increased attention to your
surroundings.

e
* HP:Beaten SP:Strong MV:Tiring > Bend in the Corridor
[ obvious exits: N W ]

* HP:Beaten SP:Strong MV:Tiring > sp reyne
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' reyne}.
#Ok. {b} aliases {chann 'flame' reyne}.
#Ok. {m} aliases {kill reyne}.
#Ok. {1} aliases {chann 'blind' reyne}.
e
n
Alas, you cannot go that way...

e
* HP:Beaten SP:Strong MV:Tiring > A Guarded Corridor
[ obvious exits: N E S ]
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* HP:Beaten SP:Strong MV:Tiring > An elite Queen's Guard blocks the way and says
'You are not allowed there, Jestin.'

* HP:Beaten SP:Strong MV:Tiring > s
Bend in the Corridor
[ obvious exits: N W ]

w* HP:Beaten SP:Strong MV:Tiring >
s
The Entrance Hall
[ obvious exits: N E S W ]
A lantern has been left here.
*Reyne* is standing here.

* HP:Beaten SP:Strong MV:Tiring > North-West Corner of the Courtyard
[ obvious exits: N E S W ]
The waters of a blue-veined marble fountain pour forth here.

* HP:Beaten SP:Strong MV:Tiring > sp reyne
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' reyne}.
#Ok. {b} aliases {chann 'flame' reyne}.
#Ok. {m} aliases {kill reyne}.
#Ok. {1} aliases {chann 'blind' reyne}.

*Reyne* has arrived from the north.

e* HP:Beaten SP:Strong MV:Tiring > m

You swiftly dodge *Reyne*'s attempt to strike you.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Healthy > [seize ]
You feel the flows of saidin coursing through your body.

f
* HP:Beaten SP:Strong MV:Tiring - Reyne: Healthy > *Reyne* swiftly dodges your attempt to strike her.
You panic and attempt to flee!


You flee head over heels.
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.

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

* HP:Beaten SP:Strong MV:Tiring > Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Tiring > v
n
Nobody here by that name.

* HP:Beaten SP:Strong MV:Tiring > v
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.

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

* HP:Beaten SP:Strong MV:Tiring >
*Reyne* has arrived from the north.

* HP:Beaten SP:Strong MV:Tiring > n
*Reyne* tries to strike you, but you deflect the blow.


* HP:Beaten SP:Strong MV:Tiring - Reyne: Healthy > fNo way! You're fighting for
your life!


* HP:Beaten SP:Strong MV:Tiring - Reyne: Healthy > You panic and attempt to flee!


You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Tiring > b
*Reyne* has arrived from the north.
You begin to weave the appropriate flows...


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

- = + * * + b=
You draw some energy from the carving in your hand.
Ok.
Streaks of fire flow from your hands, burning *Reyne*.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Hurt >
You begin to weave the appropriate flows...

- = + *
*Reyne* tries to strike you, but you dodge the attack.

* + =
You draw some energy from the carving in your hand.
Ok.
Streaks of fire flow from your hands, burning *Reyne*.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Hurt > b
*Reyne* panics, and attempts to flee!
You begin to weave the appropriate flows...


*Reyne* leaves east.

- = + * * + =
Your target is no longer here!

* HP:Beaten SP:Strong MV:Tiring > e
k
z
Inside the Palace Gate
[ obvious exits: E S W ]
*Reyne* is standing here.
A warhorse is here, stamping his feet impatiently.
*Cera* is resting here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Beaten SP:Strong MV:Tiring > [kill light]
You try to strike *Reyne*, but she deflects the blow.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Hurt > [chann 'flame' h.light]
You begin to weave the appropriate flows...

-
*Reyne* tries to strike you, but you deflect the blow.
The palace guard joins Reyne's fight!
The palace guard joins the palace guard's fight!

= +
*Cera* stops resting, and clambers on her feet.

f
*
*Reyne* panics, and attempts to flee!

Cancelled.
*Reyne* leaves south.
*Cera* leaves west.
A warhorse leaves west.
You panic and attempt to flee!

,
You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]


* HP:Beaten SP:Strong MV:Tiring > [chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

l
w

Your heartbeat calms down more as you feel less panicked.

s Cancelled.
Entrance to the Courtyard
This small alcove lies just off the main gate of the palace. A stone archway
leads north into the palace courtyard, and you can see a small guard tower
to the east.
[ obvious exits: N E W ]

* HP:Beaten SP:Strong MV:Strong > p Inside the Palace Gate
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

c* HP:Beaten SP:Strong MV:Strong > era
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
w
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Strong >
*Cera* has arrived from the east.
A warhorse has arrived from the east.

* HP:Beaten SP:Strong MV:Strong > b
You begin to weave the appropriate flows...

- = + * * + =
You draw some energy from the carving in your hand.
Ok.
*Cera* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Cera*.

* HP:Beaten SP:Strong MV:Strong - Cera: Critical >
*Cera* leaves north.

* HP:Beaten SP:Strong MV:Strong > b
*Reyne* has arrived from the east.


* HP:Beaten SP:Strong MV:Strong > n
You swiftly dodge *Reyne*'s attempt to strike you.


* HP:Beaten SP:Strong MV:Strong - Reyne: Hurt > m
Nobody here by that name.

* HP:Beaten SP:Strong MV:Strong - Reyne: Hurt > No way! You're fighting for
your life!

* HP:Beaten SP:Strong MV:Strong - Reyne: Hurt > f
They aren't here.

* HP:Beaten SP:Strong MV:Strong - Reyne: Hurt > You panic and attempt to flee!


You flee head over heels.
Inside the Palace Gate
[ obvious exits: E S W ]
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Beaten SP:Strong MV:Strong > ,
*Cera* has arrived from the east.
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- =
*Reyne* has arrived from the west.

+
You swiftly dodge *Reyne*'s attempt to strike you.

*
*Cera* leaves east.


The palace guard joins Reyne's fight!
The palace guard joins the palace guard's fight!
The palace guard bellows 'Dreadlord found! Jestin was found at Inside the Palace
Gate.'

* +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
*Reyne* vibrates and is knocked about.
The palace guard vibrates and is knocked about.
The palace guard vibrates and is knocked about.
The palace guard vibrates and is knocked about.
The palace guard vibrates and is knocked about.

* HP:Beaten SP:Strong MV:Strong - Reyne: Wounded > f
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

Cancelled.
You panic and attempt to flee!


The palace guard tries to slash you, but you dodge the attack.
The palace guard says 'You Jestin!!! You will die before your time!! '
The palace guard says 'You Jestin!!! You will die before your time!! '
You swiftly dodge the palace guard's attempt to slash you.
*Reyne* tries to strike you, but you deflect the blow.


You flee head over heels.
Oval Plaza Outside the Royal Palace
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently.

* HP:Beaten SP:Strong MV:Strong > m
*Reyne* has arrived from the north.
They aren't here.

* HP:Beaten SP:Strong MV:Strong > k

You swiftly dodge *Reyne*'s attempt to strike you.

* HP:Beaten SP:Strong MV:Strong - Reyne: Wounded > x
[kill light]
You do the best you can!

* HP:Beaten SP:Strong MV:Strong - Reyne: Wounded > f
You begin to weave the appropriate flows...

Cancelled.
You panic and attempt to flee!

sp c
You flee head over heels.
Inside the Palace Gate
[ obvious exits: E S W ]
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

e* HP:Beaten SP:Strong MV:Strong > ra
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
e
m

*Cera* has arrived from the east.

b* HP:Beaten SP:Strong MV:Strong >
Entrance to the Courtyard
[ obvious exits: N E W ]

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

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

* HP:Beaten SP:Strong MV:Tiring > wh
e
[where ]
Players in your Zone
--------------------
Jestin - Entrance to the Courtyard

* HP:Beaten SP:Strong MV:Tiring > Eastern Guard Tower
[ obvious exits: W ]
A young Queen's Guard soldier stands here.
A young Queen's Guard soldier stands here.
A young Queen's Guard soldier stands here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Beaten SP:Strong MV:Tiring > stat
w
A young Queen's Guard soldier tries to hit
you, but you parry successfully.
A young Queen's Guard soldier joins a young Queen's Guard soldier's fight!
A young Queen's Guard soldier joins a young Queen's Guard soldier's fight!
The palace guard joins a young Queen's Guard soldier's fight!
The palace guard joins a young Queen's Guard soldier's fight!
You are a 382 year old male dreadlord channeler.
Your height is 5 feet, 11 inches, and you weigh 178.0 lbs.
You are carrying 3.5 lbs and wearing 15.5 lbs, peanuts.
Your base abilities are: Str:19 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 131, Dodging bonus: 153, Parrying bonus: 197
Your mood is: Wimpy. You will flee below: 140 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR
- STRENGTH
- SOURCE

* HP:Beaten SP:Strong MV:Tiring - a young Queen's Guard soldier: Healthy > No
way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Tiring - a young Queen's Guard soldier: Healthy > f

The palace guard tries to slash you, but you dodge the attack.
The palace guard tries to slash you, but you parry successfully.
A young Queen's Guard soldier tries to hit you, but you parry successfully.
A young Queen's Guard soldier tries to hit you, but you dodge the attack.
You strike a young Queen's Guard soldier's body hard.
A young Queen's Guard soldier tries to hit you, but you dodge the attack.

* HP:Beaten SP:Strong MV:Tiring - a young Queen's Guard soldier: Healthy > You panic and attempt to flee!


You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]

* HP:Beaten SP:Strong MV:Tiring > w
m
b
Inside the Palace Gate
[ obvious exits: E S W ]
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Beaten SP:Strong MV:Tiring > *Reyne* has arrived from the south.
They aren't here.

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

* HP:Beaten SP:Strong MV:Tiring >
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Tiring > n
sp South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.

r* HP:Beaten SP:Strong MV:Tiring > eyne
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' reyne}.
#Ok. {b} aliases {chann 'flame' reyne}.
#Ok. {m} aliases {kill reyne}.
#Ok. {1} aliases {chann 'blind' reyne}.
s
v
Entrance to the Courtyard
[ obvious exits: N E W ]
An old and feeble palace servant wanders aimlessly about.

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

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

* HP:Beaten SP:Strong MV:Tiring > b
*Reyne* has arrived from the east.
You begin to weave the appropriate flows...


You swiftly dodge *Reyne*'s attempt to strike you.

- = + *
A flaming slick of hot oil pours down from above!
You swiftly dodge a flaming slick of hot oil poured from above.

* + b=
You draw some energy from the carving in your hand.
Ok.
Streaks of fire flow from your hands, burning *Reyne*.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Wounded >
You begin to weave the appropriate flows...

- = + *
You swiftly dodge *Reyne*'s attempt to strike you.

* + =
You draw some energy from the carving in your hand.
Ok.
Streaks of fire flow from your hands, burning *Reyne*.

* HP:Beaten SP:Strong MV:Tiring - Reyne: Wounded >
*Reyne* panics, and attempts to flee!

b* HP:Beaten SP:Strong MV:Tiring - Reyne: Wounded >
*Reyne* leaves north.
Nobody here by that name.

* HP:Beaten SP:Strong MV:Tiring > n
m
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.
*Reyne* is standing here.

* HP:Beaten SP:Strong MV:Tiring > v
*Reyne* leaves south.
They aren't here.

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

* HP:Beaten SP:Strong MV:Tiring > s
m
Entrance to the Courtyard
[ obvious exits: N E W ]
*Reyne* is standing here.
*Geom* is standing here.
An old and feeble palace servant wanders aimlessly about.

v
* HP:Beaten SP:Strong MV:Tiring > *Reyne* leaves north.
They aren't here.

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

* HP:Beaten SP:Strong MV:Tiring > n
no t
*Geom* clumsily approaches you with a silver-winged basilard, but you fend off the
attack.
You panic and attempt to flee!



*Reyne* has arrived from the north.

You flee head over heels.
Inside the Palace Gate
[ obvious exits: E S W ]
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
Alas, you cannot go that way...

* HP:Beaten SP:Strong MV:Tiring > The palace guard says 'You Jestin!!! You will
die before your time!! '
You swiftly dodge the palace guard's attempt to slash you.
The palace guard joins the palace guard's fight!
The palace guard joins the palace guard's fight!
The palace guard joins the palace guard's fight!
You start paying increased attention to your surroundings.

* HP:Beaten SP:Strong MV:Tiring - the palace guard: Hurt > w
f
No way! You're
fighting for your life!

* HP:Beaten SP:Strong MV:Tiring - the palace guard: Hurt > You panic and attempt to flee!

rel
*Reyne* has arrived from the west.

ease

The palace guard tries to slash you, but you dodge the attack.
You swiftly dodge the palace guard's attempt to slash you.
The palace guard tries to slash you, but you dodge the attack.
You swiftly dodge the palace guard's attempt to slash you.

not
You flee head over heels.
Entrance to the Courtyard
[ obvious exits: N E W ]
Ok.

* HP:Beaten SP:Strong MV:Tiring > You stop paying increased attention to your
surroundings.

* HP:Beaten SP:Strong MV:Tiring > n
*Reyne* has arrived from the west.
South-East Corner of the Courtyard
[ obvious exits: N S W ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

sp* HP:Beaten SP:Strong MV:Tiring > reyne
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' reyne}.
#Ok. {b} aliases {chann 'flame' reyne}.
#Ok. {m} aliases {kill reyne}.
#Ok. {1} aliases {chann 'blind' reyne}.
em
b
[seize ]
You feel the flows of saidin coursing through your body.

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

* HP:Beaten SP:Strong MV:Tiring >
*Reyne* has arrived from the south.

b
* HP:Beaten SP:Strong MV:Tiring > You begin to weave the appropriate flows...

- = + * *
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Reyne* burn your body!


You flee head over heels.
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.

* HP:Critical SP:Strong MV:Tiring > ,
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- =
*Reyne* has arrived from the east.

+
*Reyne* tries to strike you, but you deflect the blow.

* * +
You try to strike *Reyne*, but she deflects the blow.
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
*Reyne* panics, and attempts to flee!
*Reyne* vibrates and is knocked about.

* HP:Critical SP:Strong MV:Tiring - Reyne: Battered > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...


*Reyne* leaves south.

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

* HP:Critical SP:Strong MV:Tiring > v
Entrance to the Courtyard
[ obvious exits: N E W ]
*Reyne* is standing here.
An old and feeble palace servant wanders aimlessly about.

* HP:Critical SP:Strong MV:Tiring > *Reyne* leaves north.
Nobody here by that name.

* HP:Critical SP:Strong MV:Tiring > n
m
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.
*Reyne* is standing here.

b* HP:Critical SP:Strong MV:Tiring >
You try to strike *Reyne*, but she parries
successfully.

* HP:Critical SP:Strong MV:Tiring - Reyne: Battered > You begin to weave the appropriate flows...


Byrg narrates 'i went home jestin'

- = +
*Reyne* panics, and attempts to flee!

*
The aged servant has arrived from the south.
Your heartbeat calms down more as you feel less panicked.

* +
*Reyne* leaves east.

=
Your target is no longer here!

* HP:Beaten SP:Strong MV:Strong > e
b
*Reyne* has arrived from the east.
South-East Corner of the Courtyard
[ obvious exits: N S W ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

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

* HP:Beaten SP:Strong MV:Strong > b
*Reyne* has arrived from the west.
You begin to weave the appropriate flows...

- = + * * + =
You draw some energy from the carving in your hand.
Ok.
*Reyne* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Reyne*.

* HP:Beaten SP:Strong MV:Strong - Reyne: Battered > b

You try to strike *Reyne*, but she deflects the blow.
*Reyne* tries to strike you, but you parry successfully.
*Reyne* leaves south.

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

* HP:Beaten SP:Strong MV:Strong > n
North-East Corner of the Courtyard
[ obvious exits: E S W ]
The waters of a blue-veined marble fountain pour forth here.

* HP:Beaten SP:Strong MV:Strong > s
s
m
South-East Corner of the Courtyard
[ obvious exits: N S W ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Tiring > vEntrance to the Courtyard
[ obvious exits: N E W ]


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

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

* HP:Beaten SP:Strong MV:Tiring > scan w
A flaming slick of hot oil pours down from
above!
You swiftly dodge a flaming slick of hot oil poured from above.
*Reyne* is standing here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Beaten SP:Strong MV:Tiring > w
Inside the Palace Gate
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.
*Reyne* is standing here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

v
* HP:Beaten SP:Strong MV:Tiring > You begin to weave the appropriate flows...

- w
= + Cancelled.
*Reyne* panics, and attempts to flee!
*Reyne* leaves south.
Entrance to the Courtyard
[ obvious exits: N E W ]

* HP:Beaten SP:Strong MV:Tiring > n
spSouth-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

* HP:Beaten SP:Strong MV:Tiring > cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
s
Entrance to the Courtyard
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently.
*Cera* is standing here.

,* HP:Beaten SP:Strong MV:Tiring >
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = + * *
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
You gasp in pain as streaks of fire from *Cera* burn your body!


*Reyne* has arrived from the east.
You flee head over heels.
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

* HP:Critical SP:Strong MV:Tiring > ,
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...


*Reyne* has arrived from the south.
*Cera* has arrived from the south.
A warhorse has arrived from the south.

-
*Cera* leaves north.
A warhorse leaves north.

= + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
*someone* vibrates and is knocked about.
*Reyne* panics, and attempts to flee!
*Reyne* vibrates and is knocked about.
The aged servant vibrates and is knocked about.

* HP:Critical SP:Strong MV:Tiring - Geom: Wounded > *Cera* has arrived from the north.
A warhorse has arrived from the north.
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

-
*Reyne* leaves south.

= + * *
*someone* tries to pierce you, but you deflect the blow.

+
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* panics, and attempts to flee!
*Cera* vibrates and is knocked about.
*someone* vibrates and is knocked about.
The aged servant vibrates and is knocked about.
The aged servant is stunned, but will probably regain consciousness...

* HP:Critical SP:Strong MV:Tiring - Geom: Battered >
*Cera* leaves east.

* HP:Critical SP:Strong MV:Tiring - Geom: Battered > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- l=
*someone* tries to pierce you, but you parry successfully.

+ * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*someone* vibrates and is knocked about.
Your first time! Was it good for you too?
The vibrations are so incredible, the aged servant is shaken into little pieces.
The aged servant is dead! R.I.P.
Your blood freezes as you hear the aged servant's death cry.

* HP:Critical SP:Strong MV:Tiring - Geom: Battered >
A warhorse tries to hit you, but you parry successfully.
You try to strike *someone*, but he deflects the blow.
*someone* tries to pierce you, but you parry successfully.

* HP:Critical SP:Strong MV:Tiring - Geom: Battered > You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

l-
n=ot
Cancelled.
South-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of
the White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. There are five stone archways
around the courtyard, two of them in the southern wall. Above you, high on
the southern wall, there is a small balcony.
[ obvious exits: N E S ]
The corpse of the aged servant is lying here.
The waters of a blue-veined marble fountain pour forth here.
A warhorse is here, fighting YOU!

* HP:Critical SP:Strong MV:Tiring - Geom: Battered > x
You start paying increased
attention to your surroundings.

* HP:Critical SP:Strong MV:Tiring - Geom: Battered > *Geom* tries to pierce you, but you deflect the blow.
You begin to weave the appropriate flows...

- = +
A warhorse tries to hit you, but you dodge the attack.
*Geom* tries to pierce you, but you deflect the blow.

*
*Cera* has arrived from the east.

* +f
= -
*Geom* panics, and attempts to flee!

Cancelled.
*Geom* leaves north.
You panic and attempt to flee!


You flee head over heels.
South-East Corner of the Courtyard
[ obvious exits: N S W ]
The waters of a blue-veined marble fountain pour forth here.
An old and feeble palace servant wanders aimlessly about.

s* HP:Critical SP:Strong MV:Tiring > p cera
#Ok. {x} aliases {chann 'ice' h.light}.
#Ok. {v} aliases {chann 'ice' cera}.
#Ok. {b} aliases {chann 'flame' cera}.
#Ok. {m} aliases {kill cera}.
#Ok. {1} aliases {chann 'blind' cera}.
,
*Cera* has arrived from the west.
A warhorse has arrived from the west.
[chann 'earthquake']
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- = + * * +
You draw some energy from the carving in your hand.
Ok.
The earth trembles and shivers beneath your feet..!
A warhorse vibrates and is knocked about.
*Cera* panics, and attempts to flee!
*Cera* vibrates and is knocked about.
The aged servant vibrates and is knocked about.

* HP:Critical SP:Strong MV:Tiring - a warhorse: Scratched > *Cera* leaves west.
You draw some energy from the carving in your hand.
You begin to weave the appropriate flows...

- l=
+ Cancelled.
South-East Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of
the White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. There are five stone archways
around the courtyard, two of them in the southern wall.
[ obvious exits: N S W ]
The waters of a blue-veined marble fountain pour forth here.
A warhorse is here, fighting YOU!
The aged servant is here, fighting YOU!

* HP:Critical SP:Strong MV:Tiring - a warhorse: Scratched > f
v
You panic and attempt to flee!


The aged servant tries to hit you, but you dodge the attack.
A warhorse tries to hit you, but you parry successfully.

You flee head over heels.
South-West Corner of the Courtyard
[ obvious exits: N E S ]
The corpse of the aged servant is lying here.
The waters of a blue-veined marble fountain pour forth here.
*Cera* is standing here.
You sense a hidden life form in the area...
You begin to weave the appropriate flows...

- = + * * + = -
You are mortally wounded, and will die soon, if not aided.
Ouch! You couldn't maintain the flows.

HP:Incapacitated SP:Strong MV:Tiring >
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
You feel a sense of shame at your loss.
Ouch! You lose a level.
Circle of Darkness
[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.
Equitant the Myrddraal is standin

geom
Posts: 37
Joined: Mon Jan 31, 2022 2:33 am

Re: Some fun pk haha

Post by geom » Fri Jul 08, 2022 3:23 am

Heh it was fun, actually i had a stab timer running which landed after flamestrike incapped you. Cera wasnt impressed at all :P

Cera
Posts: 21
Joined: Fri May 20, 2022 11:19 pm

Re: Some fun pk haha

Post by Cera » Fri Jul 08, 2022 3:38 am

Mad props for sticking it out - I knew something was up when you took out the angreal :)

Also got smashed in the door faster than I thought!

Zugdak
Posts: 8
Joined: Fri Mar 27, 2020 10:12 pm

Re: Some fun pk haha

Post by Zugdak » Fri Jul 08, 2022 4:42 am

LS is lucky they always have more

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