No risk, no reward!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Habbakuk
Posts: 7
Joined: Fri May 17, 2024 8:13 pm

No risk, no reward!

Post by Habbakuk » Thu Jul 18, 2024 6:09 pm

Was fighting Zeeb and Denji around winding in my mighty abs set.

* R HP:Battered MV:Full - Zeeb: Hurt >
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Battered MV:Full - Zeeb: Hurt >
*Denji* barely lances your right hand.
A young bloodhound tries to hit Zeeb, but he deflects the blow.
A young bloodhound tries to hit Zeeb, but he deflects the blow.
A thieftaker tries to slash Zeeb, but he deflects the blow.
You smite *Zeeb*'s body very hard.
*Zeeb* pierces your right arm.
PANIC! You couldn't escape!

* R HP:Beaten MV:Full - Zeeb: Hurt >
No way! You're fighting for your life!

* R HP:Beaten MV:Full - Zeeb: Hurt >

*Zeeb* pierces your body.

* R HP:Beaten MV:Full - Zeeb: Hurt >
s
s
f
No way! You're fighting for your life!

* R HP:Beaten MV:Full - Zeeb: Hurt >
No way! You're fighting for your life!

* R HP:Beaten MV:Full - Zeeb: Hurt >
You panic and attempt to flee!

s
s
s
s
*Denji* lances your body.
A young bloodhound tries to hit Zeeb, but he parries successfully.
A young bloodhound tries to hit Zeeb, but he deflects the blow.
A thieftaker slashes Zeeb's body hard.
You smite *Zeeb*'s body very hard.
*Zeeb* pierces your left arm.
Your heartbeat calms down more as you feel less panicked.
You flee head over heels.
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Winding Road
Like a snake, the wagon rutted road slithers between the hills as it passes
the cliff to the east. Skeletons lie on the road here, left to be picked
clean by carrion eaters and slowly decomposed. An age old battle, it
appears as though some of corpses were eaten and savagely ripped apart.
[ obvious exits: N E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
In a Depression
Off the beaten path, this dusty depression provides some protection from
the hot winds of the Blight and the small sandstorms that sprout up from
time to time. Small scrub bushes surround the depression providing a
barrier of sorts. During times of high rainfall this sunken land forms
pools of water providing sustenance to the surrounding vegetation.
[ obvious exits: N E ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Beaten MV:Fresh >
e
s
s
s
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
s
The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten MV:Fresh >
w
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

w
* R HP:Beaten MV:Fresh > The Dusty Road
The Dusty road curves to the north towards Tarwin's Gap, and west towards
Fal Dara and the southlands. Trees and shrubs line the road to the east and
south, preventing movement in those directions. The wind blows cold here,
as though its been focused further up north.
[ obvious exits: N W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Beaten MV:Fresh >
The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten MV:Fresh > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten MV:Fresh >
w
Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

Was trying to decide whether to keep fighting or go in -----

* R HP:Beaten MV:Fresh >
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
A Sickly Forest
The smell of over-ripe vegitation fills your nostrils. This section of the
forest is strangely blighted compared to most of the other areas. The limbs
of the oak trees are heavy with corruption, and the spines on the pine
cones are razor sharp, hoping to catch a traveler unaware.
[ obvious exits: E S ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
s
A Winding Road
The road continues east and west here, stolidly continuing around the
watchtower to the southeast. To the north and northwest, trees and bushes
can be seen, though they have a strange, sickly appearance. A cold wind
blows from the north, cutting through even the warmest clothes.
[ obvious exits: N E W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
e
s
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [3]
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Beaten MV:Fresh >
ch wimpy 0
cb
a
You won't flee from any fight now.

* R HP:Beaten MV:Fresh > [change mood brave]
Mood changed to: Brave

* R HP:Beaten MV:Fresh > [kill dark]
They aren't here.

wher
* R HP:Beaten MV:Fresh >
a

*Zeeb* has arrived from the north.

* R HP:Beaten MV:Fresh >
Players in your Zone
--------------------
Habbakuk - In the Remains of a Crumbling Tower
*Zeeb* pierces your body.

* R HP:Beaten MV:Fresh - Zeeb: Hurt >
[kill dark]
You do the best you can!

not
* R HP:Beaten MV:Fresh - Zeeb: Hurt >
a
b
You try to smite *Zeeb*, but he deflects the blow.
The grizzled veteran joins your fight!
The grizzled veteran joins the grizzled veteran's fight!
The grizzled veteran joins the grizzled veteran's fight!
The grizzled veteran joins the grizzled veteran's fight!
The Shienaran commander hacks Zeeb's right arm hard.
*Zeeb* pierces your head.
You start paying increased attention to your surroundings.

* R HP:Beaten MV:Fresh - Zeeb: Hurt > [kill dark]
You do the best you can!

* R HP:Beaten MV:Fresh - Zeeb: Hurt >
A sergeant bellows 'Argh! The foul beast Zeeb has been spotted!'
[bash ]


-
=
+
*
*
+
=
*Denji* has arrived from the north.

-
A sergeant bellows 'Argh! The foul beast Denji has been spotted!'
The Shienaran commander hacks Zeeb's body hard.
The grizzled veteran crushes Zeeb's head hard.
The grizzled veteran crushes Zeeb's right leg.
The grizzled veteran tries to pound Zeeb, but he deflects the blow.
The grizzled veteran pounds Zeeb's right arm.
*Zeeb* pierces your left leg.
*Denji* lances your right arm.
You wish that your wounds would stop BLEEDING so much!



-
=
Your bash at *Zeeb* sends him sprawling!

* R HP:Beaten MV:Fresh - Zeeb: Wounded >
*Denji* panics, and attempts to flee!

* R HP:Beaten MV:Fresh - Zeeb: Wounded >

*Denji* leaves up.

* R HP:Beaten MV:Fresh - Zeeb: Wounded >

The Shienaran commander hacks Zeeb's body very hard.
The grizzled veteran crushes Zeeb's right leg hard.
The grizzled veteran crushes Zeeb's body hard.
The grizzled veteran pounds Zeeb's left leg.
The grizzled veteran pounds Zeeb's body hard.
You smite *Zeeb*'s body very hard.

* R HP:Beaten MV:Fresh - Zeeb: Battered >
*Denji* has arrived from above.

* R HP:Beaten MV:Fresh - Zeeb: Battered >

*Denji* barely lances your body.
You wish that your wounds would stop BLEEDING so much!


* R HP:Beaten MV:Fresh - Zeeb: Battered >
cw
The master of scouts narrates 'Denji was spotted The Dusty Road'
A sergeant bellows 'Argh! The foul beast Denji has been spotted!'
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Beaten MV:Fresh - Zeeb: Battered >
f

The Shienaran commander hacks Zeeb's body extremely hard.
The grizzled veteran crushes Zeeb's body hard.
The grizzled veteran crushes Zeeb's left leg hard.
The grizzled veteran pounds Zeeb's left foot hard.
The grizzled veteran pounds Zeeb's body very hard.
You smite *Zeeb*'s body very hard.

* R HP:Beaten MV:Fresh - Zeeb: Beaten >
You panic and attempt to flee!


You flee head over heels.
Atop a Crumbling Watch Tower
The remains of the ancient watch tower are closer to a pile of rubble than
a man-made structure now. Many parts of the floor and walls are missing and
the remaining parts of the walls are crumbling and all stained black, with
charred remains of furniture scattered about. A winding road can be seen
through the once solid northern section of the tower.
[ obvious exits: D ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
cb
d
a
[change mood brave]
Mood changed to: Brave

b
* R HP:Beaten MV:Full >
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [3]
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Denji* is standing here.
*Zeeb* is here, fighting the grizzled veteran.
A Shienaran sergeant watches for the enemy here.
The grizzled veteran is here, fighting Zeeb.
The grizzled veteran is here, fighting Zeeb.
The grizzled veteran is here, fighting Zeeb.
The grizzled veteran is here, fighting Zeeb.
The Shienaran commander is here, fighting Zeeb.
*Denji* panics, and attempts to flee!
*Denji* leaves south.
*Zeeb* panics, and attempts to flee!

* R HP:Beaten MV:Full >
[kill dark]
You smite *Zeeb*'s body extremely hard.

* R HP:Beaten MV:Full - the grizzled veteran: Scratched - Zeeb: Beaten >
You smite *Zeeb*'s body extremely hard.
The Shienaran commander hacks Zeeb's body very hard.
The grizzled veteran crushes Zeeb's body.
The grizzled veteran tries to crush Zeeb, but he parries successfully.
The grizzled veteran pounds Zeeb's right foot hard.
The grizzled veteran pounds Zeeb's head.
[bash ]


*Zeeb* leaves east.

-
=
e
+*
a

*Denji* has arrived from the south.

b
Cancelled.
Amongst the Rubble
Blocks of stone little the ground here. Some seem to have been dropped from
a height, as they're cracked and broken, as well as sunken into the ground
a bit. A mostly destroyed stone tower lies to the west, and was probably
the source of most of the stones littering the ground.
[ obvious exits: E W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Zeeb* is standing here.
*Zeeb* pierces your body.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Full - Zeeb: Critical > [kill dark]
You do the best you can!

* R HP:Critical MV:Full - Zeeb: Critical >
[bash ]


-
=
*Zeeb* pierces your body.
You wish that your wounds would stop BLEEDING so much!

*Denji* has arrived from the west.

+
*Denji* lances your head.
You wish that your wounds would stop BLEEDING so much!


*
*
+
=
-

*Zeeb* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!


-
=

Your bash at *Zeeb* sends him sprawling! ------- LOL :D
*Zeeb* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Zeeb*'s death cry.

* R HP:Critical MV:Full >

*Denji* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Full - Denji: Battered >
cw
cw

*Denji* lances your head.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Full - Denji: Battered >
cw
f

*Denji* gets a large slab of meat from the corpse of Zeeb.
*Denji* gets a large slab of meat from the corpse of Zeeb.
*Denji* gets a large slab of meat from the corpse of Zeeb.
*Denji* gets a large slab of meat from the corpse of Zeeb.
*Denji* gets a water skin from the corpse of Zeeb.
*Denji* gets a pair of lissome leather boots with metal capped toes from the corpse of Zeeb.
*Denji* gets a set of riveted chainmail leggings from the corpse of Zeeb.
*Denji* gets a sharp, red stone dagger from the corpse of Zeeb.
*Denji* gets a silver etched shield from the corpse of Zeeb.
*Denji* gets a sungwood bracelet from the corpse of Zeeb.
*Denji* gets a sungwood bracelet from the corpse of Zeeb.
*Denji* gets a sturdy pair of full leather gauntlets from the corpse of Zeeb.
*Denji* gets a pair of riveted chainmail sleeves from the corpse of Zeeb.
*Denji* gets a black, silver-embroidered cape from the corpse of Zeeb.
*Denji* gets a studded leather jerkin from the corpse of Zeeb.
*Denji* gets a necklace of dark ivy from the corpse of Zeeb.
*Denji* gets an ivory necklace from the corpse of Zeeb.
*Denji* gets a thick helmet of supple leather from the corpse of Zeeb.
*Denji* gets a jade signet ring from the corpse of Zeeb.
*Denji* gets a jade signet ring from the corpse of Zeeb.

* R HP:Critical MV:Full - Denji: Battered >

*Denji* lances your body hard.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Full - Denji: Battered >
f
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Critical MV:Full - Denji: Battered > [change mood wimpy]
Mood changed to: Wimpy

* R HP:Critical MV:Full - Denji: Battered > [change mood wimpy]
Mood changed to: Wimpy

* R HP:Critical MV:Full - Denji: Battered >
You panic and attempt to flee!

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