Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Marussya
Posts: 5
Joined: Tue Oct 06, 2015 8:56 pm

Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Marussya » Sat Oct 10, 2015 12:48 am

Walked home afterwards, although not without some excitement...



* R HP:Scratched SP:Full MV:Strong > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Scratched SP:Full MV:Strong > k shadow
You strike a shadow stallion's right leg.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Scratched >
You swiftly dodge a shadow stallion's attempt to hit you.
You try to strike a shadow stallion, but it deflects the blow.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Scratched >
You swiftly dodge a shadow stallion's attempt to hit you.
You strike a shadow stallion's body.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt > l
stat
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A shadow stallion is here, fighting YOU!

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt > You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 21.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 141, Dodging bonus: 135, Parrying bonus: 123
Your mood is: Brave. You will flee below: 95 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's body hard.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt >
You swiftly dodge a shadow stallion's attempt to hit you.
You try to strike a shadow stallion, but it deflects the blow.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt > l shadow
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's body.
This beast of the Shadow resembles the horse stock it was spawned from only
in physical form. Malignant red eyes and fangs where there should be teeth
tell the story of a creature tainted by the Dark One. The spawn tears the
ground with razor-sharp hooves, leaving scars even in the bare rock.

A shadow stallion has some small wounds and bruises.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt >
A shadow stallion tries to hit you, but you deflect the blow.
You barely strike a shadow stallion's left leg.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt > l
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A shadow stallion is here, fighting YOU!

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Hurt >
A shadow stallion tries to hit you, but you deflect the blow.
You tickle a shadow stallion's left arm with your strike.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Wounded >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's left arm.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Wounded >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's left foot hard.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Wounded >
A shadow stallion tries to hit you, but you deflect the blow.
You strike a shadow stallion's body very hard.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Wounded >
You swiftly dodge a shadow stallion's attempt to hit you.
You try to strike a shadow stallion, but it parries successfully.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Wounded >
A shadow stallion tries to hit you, but you deflect the blow.
You strike a shadow stallion's body hard.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Battered >
You swiftly dodge a shadow stallion's attempt to hit you.
You try to strike a shadow stallion, but it parries successfully.

* R HP:Scratched SP:Full MV:Strong - a shadow stallion: Battered >
A shadow stallion tries to hit you, but you dodge the attack.
You barely strike a shadow stallion's body.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > get skin pack
drink skin
put skin pack
You get a water skin from a backpack.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > You drink the water.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > where
You put a water skin in a backpack.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > Players in your Zone
--------------------
Marussya - The Blight

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > get skin pack
drink skin
put skin pack

A shadow stallion tries to hit you, but you deflect the blow.
You try to strike a shadow stallion, but it deflects the blow.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > You get a water skin from a backpack.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > You drink the water.
You don't feel thirsty any more.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > You put a water skin in a backpack.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered >
You swiftly dodge a shadow stallion's attempt to hit you.
You strike a shadow stallion's right leg hard.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > get skin pack
You get a water skin from a backpack.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > look in skin
It is empty.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's left leg hard.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > channel 'create water' skin
You aren't in touch with saidar to channel it.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Battered > emb
You swiftly dodge a shadow stallion's attempt to hit you.
You strike a shadow stallion's right leg very hard.
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Bursting MV:Fresh - a shadow stallion: Beaten > channel 'create water' skin
You begin to weave the appropriate flows...

*
Ok.
You weave flows of Water to fill a water skin

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
A shadow stallion tries to hit you, but you deflect the blow.
You try to strike a shadow stallion, but it parries successfully.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten > release
Ok.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten > put skin pack
You put a water skin in a backpack.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
You swiftly dodge a shadow stallion's attempt to hit you.
You barely strike a shadow stallion's right leg.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
You swiftly dodge a shadow stallion's attempt to hit you.
You try to strike a shadow stallion, but it parries successfully.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's body.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
A shadow stallion tries to hit you, but you deflect the blow.
You try to strike a shadow stallion, but it deflects the blow.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's left foot.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Beaten >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's body.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Critical >
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Critical >
A shadow stallion tries to hit you, but you parry successfully.
You strike a shadow stallion's left arm very hard.

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Critical >
A shadow stallion tries to hit you, but you dodge the attack.
You strike a shadow stallion's body hard.
A shadow stallion is stunned, but will probably regain consciousness...

* R HP:Scratched SP:Full MV:Fresh - a shadow stallion: Critical >
You strike a shadow stallion's body extremely hard.
A shadow stallion is dead! R.I.P.
Not tired of this yet?
Your blood freezes as you hear a shadow stallion's death cry.

---fast forward--

In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Full > tt
[track trolloc]

=
Some obvious fairly recent bloody traces of a Trolloc leaving east.
Some obvious fresh tracks of a Trolloc leaving north.

---maybe they are berserk on predators!---

Above a Dark Hole
Towering up on all sides are barren hills, like large boils dotting the
Blasted Lands. Dry breaths of wind runs across the landscape, clawing the
loose dirt and throwing it from here to there. The often steep hillsides
provide some protection from the wind but the heat remains. The barren
hills continue to the south, west, north and east.
[ obvious exits: N E S W D ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Full MV:Tiring > dism
lead horse
You stop riding him.

* HP:Scratched SP:Full MV:Tiring > You start leading him.
A warhorse starts following you.


* R HP:Scratched SP:Full MV:Tiring > tt
[track trolloc]

=
Some obvious recent tracks of a Trolloc leaving east.
Some clear almost day-old tracks of a Trolloc leaving south.

* HP:Scratched SP:Bursting MV:Strong > sigh
You sigh.

---sigh---

In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring > tt

=
Some obvious fairly recent bloody traces of a Trolloc leaving east.
Some obvious recent tracks of a Trolloc leaving north.

* R HP:Scratched SP:Bursting MV:Tiring > g
g
[kill dark]
They aren't here.

g
* R HP:Scratched SP:Bursting MV:Tiring > [kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > [kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > g
g
[kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > [kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > where
diagnose horse
Players in your Zone
--------------------
Marussya - In Front of the Castle

* R HP:Scratched SP:Bursting MV:Tiring > A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Scratched SP:Bursting MV:Tiring >
*Glaurang* has arrived from the east.

scan e
* R HP:Scratched SP:Bursting MV:Tiring >
*Glaurang* leaves west.

* R HP:Scratched SP:Bursting MV:Tiring > Your eyesight is not so keen.

* R HP:Scratched SP:Bursting MV:Tiring > g
g
[kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > [kill dark]
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring > whoi glaurang
w
Glaurang the Abhorrent Dogface is a level 45 Ahf'frait trolloc.
VITUN KOVA JHATKA


g
* R HP:Scratched SP:Bursting MV:Tiring > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is standing here.

* R HP:Scratched SP:Bursting MV:Tiring > [kill dark]
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
*Glaurang* tries to slice you, but you parry successfully.
You try to strike *Glaurang*, but he parries successfully.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > l glaurang
VITUN KOVA JHATKA

Glaurang is in excellent condition.

*Glaurang* is using:
<held> an oilstone
<worn on head> a rimmed round helmet
<worn around neck> a thin, black chain
<worn around neck> a thin, black chain
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<wielded two-handed> a jagged edged warsword
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of animal-fur boots

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
*Glaurang* tries to slice you, but you dodge the attack.
You try to strike *Glaurang*, but he deflects the blow.
*Glaurang* hugs you.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > l
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is here, fighting YOU!

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > shrug
You shrug.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
You dodge a bash from *Glaurang* who loses his balance and falls!

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > weath
You try to strike *Glaurang*, but he parries successfully.
The temperature is about 90 degrees.
The sky is cloudy, and a mild wind comes from the south.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
*Glaurang* tries to slice you, but you parry successfully.
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > ponder
*Glaurang* strokes his chin thoughtfully.
You ponder life, the universe, and everything.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
*Glaurang* tries to slice you, but you parry successfully.
You try to strike *Glaurang*, but he parries successfully.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy > weaves
The weaves you have maintained are:

1. Marussya tied ARMOR
2. Marussya tied LIGHT BALL

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Healthy >
*Glaurang* tries to slice you, but you parry successfully.
You barely strike *Glaurang*'s body.
*Glaurang* looks at you.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched > pr
You have got 5 practice sessions, and 0 spell practice sessions left.
You are skilled in the following:
shield parry (Excellent)
axes (Poor)
clubs (Poor)
staves (Excellent)
dodge (Superb)
search (Average)
track (Poor)
ride (Level 6)
notice (Superb)
survival (Level 3)
earth (Level 4)
air (Level 4)
fire (Level 7)
water (Level 4)
spirit (Level 3)
armor (Average)
blind (Superb)
call lightning (Superb)
create food (Average)
change weather (Superb)
create water (Average)
contagion (Superb)

* Press <Return> to continue, q to quit *>
deafen (Superb)
fireball (Superb)
flame strike (Superb)
light ball (Average)
locate object (Superb)
refresh (Superb)
warding vs damage (Superb)
ice spikes (Superb)

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched > flex
*Glaurang* tries to slice you, but you deflect the blow.
You try to strike *Glaurang*, but he parries successfully.
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched >
*Glaurang* giggles.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched >
*Glaurang* tries to slice you, but you parry successfully.
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched > eq

You try to strike *Glaurang*, but he parries successfully.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched > You are using:
<worn on finger> a beautifully worked great serpent ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a bearskin tunic
<worn about body> an elegant riding dress of dark green silk
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a yew staff
<worn on legs> a divided riding skirt
<worn on feet> a black pair of silver-tooled boots

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched >
You dodge a bash from *Glaurang* who loses his balance and falls!

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched >
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched > look in pack
backpack (used) :
a water skin
a large number of gold crowns (36)
fourteen copper pennys
a lantern
[2] a bubbling draught
a plate of hot stew with some bread
a greenish, translucent sphere
[2] a stable ticket
a piece of sandstone

* R HP:Scratched SP:Bursting MV:Tiring - Glaurang: Scratched >
You try to strike *Glaurang*, but he parries successfully.
The day has begun.
You feel parched from the hot weather.

* R HP:Scratched SP:Bursting MV:Strong - Glaurang: Scratched > l
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is here, fighting YOU!

ursting MV:Strong - Glaurang: Scratched >
*Glaurang* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Bursting MV:Strong - Glaurang: Scratched >
Someone bellows 'Ix U_x JeBN Vv rh[Fs oLP O_ cPtZwBk frI pg_M dbshi F[`ox ggd lq tQY ABuqE]]p gJ \CX FfHgT OGmCx'

* R HP:Scratched SP:Bursting MV:Strong - Glaurang: Scratched >
*Glaurang* slices your body very hard.

* R HP:Scratched SP:Bursting MV:Strong - Glaurang: Scratched > ponder

*Glaurang* slices your body into bloody fragments!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > You ponder life, the universe, and everything.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > weath
*Glaurang* tries to slice you, but you deflect the blow.
You try to strike *Glaurang*, but he parries successfully.
The temperature is about 90 degrees.
The sky is cloudy, and a calm wind comes from the south.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > l
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is here, fighting YOU!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You dodge a bash from *Glaurang* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You try to strike *Glaurang*, but he parries successfully.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You dodge a bash from *Glaurang* who loses his balance and falls!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You try to strike *Glaurang*, but he parries successfully.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > where
who
Players in your Zone
--------------------
Marussya - The Bridge

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > Players
-------
Lady Divina Souvraya, Servant of All [Brown Ajah]
Emirala al'Sev (Linkless)
Marussya Sedai [Green Ajah]
Vatanya Blackwood, Altaran Agent
Vield of the Borderlands
Cutya of Two Rivers
Rister the executioner
Lamont Vescovi
Rixie the Tower Accepted [White Tower]
Fareleaen Medrano, Aes Sedai of the Brown Ajah [Brown Ajah]
Tamira the Herald of Honor [Sword and Hand]
Sybrina Littlestone the Journey Accepted [White Tower]
Benjen the Marshall
Lord Aldazar Viera [Shienaran Lancer] WANTED
Ali the Tower Accepted [White Tower]
Acantha of the Borderlands
Arborel Treeseeker {Leaf on the Wind}
Svetlana of Saldaea
Gretchen the crazy cat lady
Ebo of Kandor

* Press <Return> to continue, q to quit *>l
* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
*Glaurang* tries to slice you, but you parry successfully.
You try to strike *Glaurang*, but he deflects the blow.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > l
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is here, fighting YOU!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
You barely strike *Glaurang*'s body.

ng MV:Strong - Glaurang: Scratched >
*Glaurang* sends you sprawling with a powerful bash!

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
*Glaurang* slices your right hand very hard.

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > emb

The raven master bellows 'ihONIpY dSm prlfY^F zO m]JGhR ?cJ ulJ\'
The raven master bellows 'NEGmBvf CiD WeGnLwU Ov OoFRMP jLy Zepb'

* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched >
*Glaurang* tries to slice you, but you deflect the blow.

fb
* R HP:Hurt SP:Bursting MV:Strong - Glaurang: Scratched > You feel the flows of saidar coursing through your body.

[channel 'fireball' ]ng MV:Strong - Glaurang: Scratched >
You begin to weave the appropriate flows...

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Hurt SP:Full MV:Strong - Glaurang: Hurt > x
You dodge a bash from *Glaurang* who loses his balance and falls!
[channel 'fireball' h.dark]
You begin to weave the appropriate flows...

-
*Glaurang* clambers to his feet.

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Hurt SP:Strong MV:Strong - Glaurang: Wounded >
*Glaurang* tries to slice you, but you deflect the blow.
You try to strike *Glaurang*, but he deflects the blow.

alias x channel 'fireball' glaurang
* R HP:Hurt SP:Strong MV:Strong - Glaurang: Wounded > x
Ok.

[channel 'fireball' glaurang]ng - Glaurang: Wounded >
You begin to weave the appropriate flows...


*Glaurang* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Hurt SP:Strong MV:Strong - Glaurang: Wounded > x

*Glaurang* cringes in terror!

* R HP:Hurt SP:Strong MV:Strong - Glaurang: Wounded >
*Glaurang* slices your body into bloody fragments!

* R HP:Wounded SP:Strong MV:Strong - Glaurang: Wounded >
*Glaurang* tries to slice you, but you parry successfully.

[channel 'fireball' glaurang]trong - Glaurang: Wounded >
You begin to weave the appropriate flows...

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Wounded SP:Strong MV:Strong - Glaurang: Battered > x
You dodge a bash from *Glaurang* who loses his balance and falls!
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...

=
Ok.
*Glaurang* panics, and attempts to flee!
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Wounded SP:Strong MV:Strong - Glaurang: Beaten >
*Glaurang* leaves west.

* R HP:Wounded SP:Strong MV:Strong > x
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Strong > w
g
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong > x
tt
You feel parched from the hot weather.
[kill dark]
They aren't here.

[channel 'fireball' glaurang]trong >
Nobody here by that name.

[track trolloc] ong MV:Strong >

=
Some obvious fresh bloody traces of a Trolloc leaving north.
Some obvious fairly recent bloody traces of a Trolloc leaving east.

* R HP:Wounded SP:Strong MV:Strong > n
x
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hound of the shadow smells blood in the air.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

[channel 'fireball' glaurang]trong >
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Strong > n
x
Edge of the Cliff
Where the ground once were to the east there now is but a large hole filled
with nothingness. The side of the hill has crashed down into a valley a
hundred feet below. The valley can only reach by jumping from this very
point, which is not advisable since death would surely follow. To the west,
south and north the lifeless lanscape continues. This is an excellent place
to watch out for intruders.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
The giant blight beetle is visible flying high in the sky.
A hideous trolloc is here, in a world of hurt.

[channel 'fireball' glaurang]trong >
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Strong > n
x
West of the Log
To the east, a large log spans a deep gorge. From the obvious lack of any
other plants in the area, this log was brought here, seemingly to serve as
a brige for the trail that runs to the east. The noise of a vast swamp
rises from the gorge, which continues north and south of here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A hideous trolloc is here, in a world of hurt.
A sickly, skinny deer stands here in a daze.
A grime-covered weary trolloc goes about his duties, eyes on the ground.

[channel 'fireball' glaurang]trong >
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Strong > tt
[track trolloc]

=
You swiftly dodge a haggard trolloc slave's attempt to hit you.
A hideous trolloc joins a haggard trolloc slave's fight!
Some clear almost day-old tracks of a Trolloc leaving south.
Some rather faint half week-old tracks of a Trolloc leaving north.

* R HP:Wounded SP:Strong MV:Strong - a haggard trolloc slave: Scratched > cmw
f
A hideous trolloc tries to cleave you, but you deflect the blow.
You try to strike a haggard trolloc slave, but he deflects the blow.
A haggard trolloc slave tries to hit you, but you dodge the attack.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

You panic and attempt to flee!rong - a haggard trolloc slave: Scratched >


You flee head over heels.
Crossing the Log
You are standing upon a large log that serves as a bridge across the deep
gorge beneath you. Looking down affords a view of steep cliffs of gray stone
and a dark swamp at the bottom. The cliffs are quite sheer, though there seem
to be narrow ledges. To the east and west, a trail leads away from the log.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong > w
s
West of the Log
To the east, a large log spans a deep gorge. From the obvious lack of any
other plants in the area, this log was brought here, seemingly to serve as
a brige for the trail that runs to the east. The noise of a vast swamp
rises from the gorge, which continues north and south of here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A hideous trolloc is here, in a world of hurt.
A sickly, skinny deer stands here in a daze.
A grime-covered weary trolloc goes about his duties, eyes on the ground.

* R HP:Wounded SP:Strong MV:Strong > Edge of the Cliff
Where the ground once were to the east there now is but a large hole filled
with nothingness. The side of the hill has crashed down into a valley a
hundred feet below. The valley can only reach by jumping from this very
point, which is not advisable since death would surely follow. To the west,
south and north the lifeless lanscape continues. This is an excellent place
to watch out for intruders.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
The giant blight beetle is visible flying high in the sky.
A hideous trolloc is here, in a world of hurt.

* R HP:Wounded SP:Strong MV:Strong > w
s
The noxious stench and oppresive heat of the Blight drains your energy!
Twist in the Trail
One can see the Blight stretch out as far as the eye can reach in
almost all directions. There doesn't seem to be an end, in any
direction, to the dying grounds of the Blasted Lands. One route is
as good, or perhaps as bad, as any other from here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Wounded SP:Strong MV:Strong > Thinning Vegetation
Dying trees are spread across the blasted lands. Some of them still
hold some dead leaves to their branches, but most of their leaves
now lie rotting on the ground. The ground is dry and cracked, and
the lifeless trees are all that is left of a once a magnificent
forest before the Dark One's touch was felt here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Spyder* is standing here.

* R HP:Wounded SP:Strong MV:Strong > emb
You are already in touch with saidar, can't you feel it?

e
* R HP:Wounded SP:Strong MV:Strong > s
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Spyder* is standing here.
A hound of the shadow smells blood in the air.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Wounded SP:Strong MV:Strong > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong > not
g
You stop paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Strong > g
[kill dark]
You try to strike *Spyder*, but he deflects the blow.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy > [kill dark]
You do the best you can!

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy > not
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy >
You try to strike *Spyder*, but he deflects the blow.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy > l spyder

Brick by boring brick.

Spyder is in excellent condition.

*Spyder* is using:
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn about body> an earthen brown mantle
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

emb
* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy >
*Spyder* draws a curved clear dagger from an earthen brown mantle with a flash of steel.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy > You are already in touch with saidar, can't you feel it?

cont
*Glaurang* has arrived from the west.Spyder: Healthy >
[channel 'contagion' ]
You begin to weave the appropriate flows...
*Spyder* looks at you.

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

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

=
*Glaurang* leaves east.

*
Ok.
You failed.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy >
*Spyder* tries to pierce you, but you deflect the blow.
You try to strike *Spyder*, but he parries successfully.

* R HP:Wounded SP:Strong MV:Strong - Spyder: Healthy > cont
[channel 'contagion' ]
You begin to weave the appropriate flows...


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

=
*Spyder* tries to pierce you, but you parry successfully.

*
Ok.
Beads of cold sweat emerge from *Spyder*'s face!

* R HP:Hurt SP:Good MV:Strong - Spyder: Healthy > l
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
*Spyder* is here, fighting YOU!
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Strong - Spyder: Healthy >
*Spyder* tries to pierce you, but you dodge the attack.
You try to strike *Spyder*, but he deflects the blow.

* R HP:Hurt SP:Good MV:Strong - Spyder: Healthy >
*Spyder* arches an eyebrow.

* R HP:Hurt SP:Good MV:Strong - Spyder: Healthy > cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 95 hit points.

* R HP:Hurt SP:Good MV:Strong - Spyder: Healthy > release

*Spyder* tries to pierce you, but you parry successfully.
You tickle *Spyder*'s body with your strike.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched > Ok.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
*Spyder* chuckles politely.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
*Spyder* waves.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
You swiftly dodge *Spyder*'s attempt to pierce you.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
*Spyder* tries to pierce you, but you deflect the blow.
You barely strike *Spyder*'s body.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched > w
No way! You're fighting for your life!

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched > l
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
*Spyder* is here, fighting YOU!
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
*Spyder* tries to pierce you, but you parry successfully.
You barely strike *Spyder*'s left leg.
You swiftly dodge *Spyder*'s attempt to pierce you.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched > stat

*Spyder* tries to pierce you, but you parry successfully.
You tickle *Spyder*'s body with your strike.

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched > You swiftly dodge *Spyder*'s attempt to pierce you.
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 141, Dodging bonus: 134, Parrying bonus: 122
Your mood is: Brave. You will flee below: 95 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

You are subjected to the following effects:
- NOTICE
- NO QUIT
- ARMOR
- LIGHT BALL
*Spyder* panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Strong - Spyder: Scratched >
*Spyder* leaves north.

* R HP:Hurt SP:Good MV:Strong > shrug
w
You shrug.

g
* R HP:Hurt SP:Good MV:Strong > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

Marussya
Posts: 5
Joined: Tue Oct 06, 2015 8:56 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Marussya » Sat Oct 10, 2015 12:48 am

* R HP:Hurt SP:Good MV:Tiring > w
[kill dark]
They aren't here.

* R HP:Hurt SP:Good MV:Tiring > g
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Tiring > en
[kill dark]
They aren't here.

* R HP:Hurt SP:Good MV:Tiring > You can't seem to find anything to enter.

* R HP:Hurt SP:Good MV:Tiring > w
g
w
g
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.

* R HP:Hurt SP:Good MV:Tiring > w
[kill dark]
They aren't here.

* R HP:Hurt SP:Good MV:Tiring > g
A rat starts following you.
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the east.

* R HP:Hurt SP:Good MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Good MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Good MV:Tiring > [kill dark]
They aren't here.

s
* R HP:Hurt SP:Good MV:Tiring > s
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the north.

* R HP:Hurt SP:Good MV:Tiring > g
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Tiring > tt
[kill dark]
They aren't here.

[track trolloc] V:Tiring >

=
Some obvious fairly recent bloody traces of a Trolloc leaving north.
Some obvious fairly recent tracks of a Trolloc leaving north.

* R HP:Hurt SP:Good MV:Tiring > n
n
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Tiring > Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the south.

* R HP:Hurt SP:Good MV:Tiring > diagnose horse
A warhorse is in excellent condition.
A warhorse is winded.

stat
* R HP:Hurt SP:Good MV:Tiring > You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 141, Dodging bonus: 134, Parrying bonus: 122
Your mood is: Brave. You will flee below: 95 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Good MV:Tiring > k rat
A rat stops following you.
You strike a rat's body.

* R HP:Hurt SP:Good MV:Tiring - a rat: Wounded > l
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
A rat is here, fighting YOU!
A warhorse is here, stamping his feet impatiently, being ridden by you.

cmw
* R HP:Hurt SP:Good MV:Tiring - a rat: Wounded > A rat tries to hit you, but you dodge the attack.
You strike a rat's body.
You feel parched from the hot weather.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

* R HP:Hurt SP:Strong MV:Strong - a rat: Beaten > l
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
A rat is here, fighting YOU!
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong - a rat: Beaten > where
Players in your Zone
--------------------
Marussya - Bend in the Path

* R HP:Hurt SP:Strong MV:Strong - a rat: Beaten > stat
You swiftly dodge a rat's attempt to hit you.
You strike a rat's right foreleg hard.
A rat is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Strong > l
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Hurt SP:Strong MV:Strong > x
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > [channel 'fireball' glaurang]
You aren't in touch with saidar to channel it.

* R HP:Hurt SP:Strong MV:Strong > e
g
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > e
oo
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > [channel 'fireball' h.dark]
You aren't in touch with saidar to channel it.

g
* R HP:Hurt SP:Strong MV:Strong > [kill dark]
You try to strike *Spyder*, but he parries successfully.

* R HP:Hurt SP:Strong MV:Strong - Spyder: Scratched >
You swiftly dodge *Spyder*'s attempt to pierce you.
You try to strike *Spyder*, but he deflects the blow.

* R HP:Hurt SP:Strong MV:Strong - Spyder: Scratched > emb
You feel the flows of saidar coursing through your body.

* R HP:Hurt SP:Strong MV:Strong - Spyder: Scratched > weath
l
The temperature is about 90 degrees.
The sky is cloudy, and a mild wind comes from the south.
*Spyder* panics, and attempts to flee!

* R HP:Hurt SP:Strong MV:Strong - Spyder: Scratched >
*Spyder* leaves west.

* R HP:Hurt SP:Strong MV:Strong > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > w
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Spyder* is standing here.

* R HP:Hurt SP:Strong MV:Strong > stat
g
g
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > e
g
g
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Strong > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > stat
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > l
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Strong > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > weah
Arglebargle, glop-glyf!?!

t
* R HP:Hurt SP:Strong MV:Strong > Who do you wish to tell what??

* R HP:Hurt SP:Strong MV:Strong > g
g
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > weath
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Strong > g
The temperature is about 90 degrees.
The sky is cloudy, and a mild wind comes from the south.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > stat
l
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Strong > g
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > release
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > g
Ok.

* R HP:Hurt SP:Strong MV:Strong > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > where
Players in your Zone
--------------------
Marussya - Rotten Vegetation

* R HP:Hurt SP:Strong MV:Strong > n
g
Thinning Vegetation
Dying trees are spread across the blasted lands. Some of them still
hold some dead leaves to their branches, but most of their leaves
now lie rotting on the ground. The ground is dry and cracked, and
the lifeless trees are all that is left of a once a magnificent
forest before the Dark One's touch was felt here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hound of the shadow smells blood in the air.
A rat scurries around trying to get out of sight.
A hideous trolloc is here, in a world of hurt.

* R HP:Hurt SP:Strong MV:Strong > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Strong > e
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Hurt SP:Strong MV:Tiring > s
g
g
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

e
* R HP:Hurt SP:Strong MV:Tiring > The noxious stench and oppresive heat of the Blight drains your energy!
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > e
g
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > tt
[track trolloc]

=
Some obvious fresh bloody traces of a Trolloc leaving north.
Some obvious fairly recent bloody traces of a Trolloc leaving east.

* R HP:Hurt SP:Strong MV:Tiring > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > g
n
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > n
The noxious stench and oppresive heat of the Blight drains your energy!
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

g
* R HP:Hurt SP:Strong MV:Tiring > Crumbling Slope
To the north, as far as the eye can see barren hills dominate the
landscape. They are lifeless heaps of dry soil and loose rocks without.
Here and there remnants of dead plants can be found in the soil, slowly
decomposing in the heat and drought. The hills continue east and the dead
grounds stretch for as long as one can see towards the north and south.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > g
g
[kill dark]
They aren't here.

n
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > East of the Log
To the west is a deep gorge, spanned by a wide log, placed here to serve as a
bridge. A trail runs to the north, along the edge of the gorge. The sounds of
a vast swamp rise from between the cliffs below you. The ground is very
rough here, and slopes upwards to the east and south.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

tt
[track trolloc] MV:Tiring >

=
Some obvious fresh bloody traces of a Trolloc leaving west.
Some obvious fairly recent tracks of a Trolloc leaving east.

* R HP:Hurt SP:Strong MV:Tiring > w
w
Crossing the Log
You are standing upon a large log that serves as a bridge across the deep
gorge beneath you. Looking down affords a view of steep cliffs of gray stone
and a dark swamp at the bottom. The cliffs are quite sheer, though there seem
to be narrow ledges. To the east and west, a trail leads away from the log.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > West of the Log
To the east, a large log spans a deep gorge. From the obvious lack of any
other plants in the area, this log was brought here, seemingly to serve as
a brige for the trail that runs to the east. The noise of a vast swamp
rises from the gorge, which continues north and south of here.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A grime-covered weary trolloc goes about his duties, eyes on the ground.

* R HP:Hurt SP:Strong MV:Tiring > w
g
Twist in the Trail
The rocks and boulders that dot the hills here have been cleared aside to make
a narrow path. The path runs towards a gorge to the east, and south, up a
steep slope. There are no plants growing here, though in places a dark brown
mold seems to be finding some manner of survival.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > tt
[track trolloc]

=
Some obvious fresh bloody traces of a Trolloc leaving west.
Some obvious fresh tracks of a Trolloc leaving south.

* R HP:Hurt SP:Strong MV:Tiring > not
You stop paying increased attention to your surroundings.

g
* R HP:Hurt SP:Strong MV:Tiring > g
A blighted deer leaves north.
[kill dark]
They aren't here.

o
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [channel 'flame strike' h.dark]
You aren't in touch with saidar to channel it.

* R HP:Hurt SP:Strong MV:Tiring > not
g
You start paying increased attention to your surroundings.

g
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > w
Below the Cliffs
To the south and west rise steep cliffs. It seems that some tectonic
disturbance in the past cause this area to sink lower than the land to the
south and west. The ground is barren rock, gray and spotted in places with
black. A trail lies to the east, and the western cliff runs northwards.
[ obvious exits: N E ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Hurt SP:Strong MV:Tiring > alias o channel 'flame strike' h.glaurang
Ok.

* R HP:Hurt SP:Strong MV:Tiring > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > n
o
Blasted Lands
A steep cliff lies to the west, formed of a dark gray rock, spotted with
black mineral deposits. Stretching in all other directions are barren hills,
devoid of life. Where the ground is not solid rock, a pale gray dirt clings
to the hills. Here and there, dark brown mold grows on the rocky outcroppings.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
A hideous trolloc is here, in a world of hurt.
A small stick is lying on the ground here.

* R HP:Hurt SP:Strong MV:Tiring > [channel 'flame strike' h.glaurang]
You aren't in touch with saidar to channel it.

* R HP:Hurt SP:Strong MV:Tiring > n
A haggard trolloc slave tries to hit you, but you dodge the attack.
A hideous trolloc joins a haggard trolloc slave's fight!
A hideous trolloc tries to cleave you, but you deflect the blow.
You strike a haggard trolloc slave's body.
You swiftly dodge a haggard trolloc slave's attempt to hit you.
You feel parched from the hot weather.
No way! You're fighting for your life!

tt
* R HP:Hurt SP:Strong MV:Tiring - a haggard trolloc slave: Scratched > [track trolloc]
No way! You're fighting for your life!

* R HP:Hurt SP:Strong MV:Tiring - a haggard trolloc slave: Scratched > f
You panic and attempt to flee!


You flee head over heels.
Beneath an Overhang
Jutting out from the tall cliff above you is a rocky overhang. All of the
cliff is barren and worn by the elements. The ground slopes downward to the
north, and you can see what appears to be the edge of a large swamp. Foul
odors are carried through the air. To the east can be seen a blackened hill.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Hurt SP:Strong MV:Tiring > tt
[track trolloc]

+
A hideous trolloc has arrived from the south.

=
Some obvious fresh tracks of a Trolloc leaving north.
Some obvious fresh tracks of a Trolloc leaving south.

* R HP:Hurt SP:Strong MV:Tiring > n
n
Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Hurt SP:Strong MV:Tiring > n
Burbling Mudpits
Somewhere deep below the surface of the earth, a black core warms up
everything surrounding it. The warmth of the core shows itself in some
burbling mudpits nearby. Bubbles on the surface reveals gases from within
the earth itself. The heat is almost unbearable and the smell too much to
withstand.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
A hound of the shadow smells blood in the air.

* R HP:Hurt SP:Strong MV:Tiring > where
Players in your Zone
--------------------
Marussya - Burbling Mudpits

stat
* R HP:Hurt SP:Strong MV:Tiring > n
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Tiring > Edge of a Battlefield
A ravaged battlefield stretches before you to the west. A number of carrion
birds flock overhead, hunting for another meal among the fallen. A breeze
sends the stench of rotting flesh this direction. A couple of diseased
plants grow in spots, twisted by the corruption of the blight. A cliff lies
to the north.
[ obvious exits: N S W ]
A bloated and partially decayed corpse lies here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > tt
[track trolloc]

=
Some obvious fresh tracks of a Trolloc leaving west.
Some obvious fresh tracks of a Trolloc leaving west.

* R HP:Hurt SP:Strong MV:Tiring > diagnose horse
g
g
A warhorse is in excellent condition.
A warhorse is winded.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > w
Battle Field
A flat field stretches in all directions save north. Any vegitation that
once grew here has been trampled under foot and hoof. A few bits of armor,
weapons, and bone litter the area. The overwhelming stench of rot and decay
drives itself into your senses. The field extends west, south and east.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > w
A Bloody Stone
A large flat stone lies here, dark with the stains of blood. The surface is
very flat and appears to be man made. Scratches can be seen in the stone
where men and beasts have fallen, some words can even be made out. The most
common word seen is help. The battlefields stretch off east, south and
west. A cliff rises to the north.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > tt
[track trolloc]

=
Some obvious fresh tracks of a Trolloc leaving north.
Some obvious fresh tracks of a Trolloc leaving south.

* R HP:Hurt SP:Strong MV:Tiring > n
tt
Below a Cliff Face
A dark cliff looms to the north, covered with blackened circles as if fire
was thrown at it. A small path winds up the face of the cliff. The first
few steps of the path are covered with dried blood. A few twisted trees
grow here, creaking and groaning in the breeze. A large battlefield lies to
the south.
[ obvious exits: S U ]
A bloated and partially decayed corpse lies here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Akhaas* is here, fighting a twisted tree.
A *trolloc* is here, fighting a twisted tree.
A hound of the shadow smells blood in the air.
A twisted tree is here, fighting Akhaas.
A twisted tree is here, fighting Kjjal.

[track trolloc] MV:Tiring >

g
=
A *trolloc* slices a twisted tree's trunk into bloody fragments!
A *trolloc* slices a twisted tree's trunk into bloody fragments!
A twisted tree tries to hit Kjjal, but he deflects the blow.
*Akhaas* pounds a twisted tree's trunk into bloody fragments!
A twisted tree barely hits Akhaas's left leg.

Cancelled.
[kill dark]
You strike A *trolloc*'s right arm hard.

* R HP:Hurt SP:Strong MV:Tiring - a twisted tree: Battered - Kjjal: Scratched > emb
You feel the flows of saidar coursing through your body.

* R HP:Hurt SP:Strong MV:Tiring - a twisted tree: Battered - Kjjal: Scratched >
You try to strike A *trolloc*, but he deflects the blow.
You swiftly dodge a hound of the shadow's attempt to hit you.
A *trolloc* slices a twisted tree's crown into bloody fragments!
You swiftly dodge A *trolloc*'s attempt to slice you.
A *trolloc* tries to slice a twisted tree, but it parries successfully.
A twisted tree tickles Kjjal's body with its hit.
*Akhaas* pounds a twisted tree's trunk into bloody fragments!
A twisted tree tickles Akhaas's body with its hit.

* R HP:Hurt SP:Strong MV:Tiring - a twisted tree: Critical - Kjjal: Scratched > fb akhaas
[channel 'fireball' ]
You begin to weave the appropriate flows...

-
You swiftly dodge a hound of the shadow's attempt to hit you.
A *trolloc* slices a twisted tree's trunk into bloody fragments!
A twisted tree is dead! R.I.P.
Your blood freezes as you hear a twisted tree's death cry.
You swiftly dodge A *trolloc*'s attempt to slice you.
A *trolloc* slices a twisted tree's branch into bloody fragments!
A twisted tree tries to hit Kjjal, but he deflects the blow.

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Akhaas*.

* R HP:Hurt SP:Strong MV:Tiring - Kjjal: Scratched > fb akhaas
[channel 'fireball' ]
You begin to weave the appropriate flows...

*
*Akhaas* tries to pound you, but you parry successfully.
A *trolloc* tries to slice you, but you deflect the blow.
A *trolloc* slices a twisted tree's roots into bloody fragments!
A hound of the shadow tries to hit you, but you parry successfully.
A twisted tree tries to hit Kjjal, but he parries successfully.

*
*Akhaas* panics, and attempts to flee!

+
*Akhaas* leaves south.

=
Your target is no longer here!

* R HP:Hurt SP:Strong MV:Tiring - Kjjal: Scratched >
A *trolloc* panics, and attempts to flee!

* R HP:Hurt SP:Strong MV:Tiring - Kjjal: Scratched >
A *trolloc* leaves up.

* R HP:Hurt SP:Strong MV:Tiring - a hound of the shadow: Scratched >
A hound of the shadow swiftly dodges your attempt to strike her.
A twisted tree tries to hit you, but you parry successfully.
A hound of the shadow tries to hit you, but you dodge the attack.

* R HP:Hurt SP:Strong MV:Tiring - a hound of the shadow: Scratched > cmw
f
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

You panic and attempt to flee!g - a hound of the shadow: Scratched >

release

You flee head over heels.
Atop a Lip
The edge of the cliff curls in the shape of a snarling lip. A large stone
pillar shaped like a canine tooth rises above the edge of the cliff, with a
twin pillar to the west. A few plants grow here but most have been trampled
to form a path around the pillar.
[ obvious exits: N E D ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Ok.

* R HP:Hurt SP:Strong MV:Tiring > d
s
s
Below a Cliff Face
A dark cliff looms to the north, covered with blackened circles as if fire
was thrown at it. A small path winds up the face of the cliff. The first
few steps of the path are covered with dried blood. A few twisted trees
grow here, creaking and groaning in the breeze. A large battlefield lies to
the south.
[ obvious exits: S U ]
The corpse of a twisted tree is lying here.
A bloated and partially decayed corpse lies here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A twisted tree is here, shaking in the wind.

g
* R HP:Hurt SP:Strong MV:Tiring > A Bloody Stone
A large flat stone lies here, dark with the stains of blood. The surface is
very flat and appears to be man made. Scratches can be seen in the stone
where men and beasts have fallen, some words can even be made out. The most
common word seen is help. The battlefields stretch off east, south and
west. A cliff rises to the north.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Middle of a Battlefield
A few blight twisted trees stand at intervals around the field, offering
perches for the many carrion birds. The battlefield stretches in all
directions. The odor of decay and rot invades your senses. A few bits of
broken weapons and broken bones lie about. Not all the bones you see are
human.
[ obvious exits: N E S W ]
The corpse of a slithering, ebony snake is lying here.
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > s
g
Southern Edge of a Battlefield
Flat, yet corrupted, grassland stretches to the north, east and west. This
large field has seen many battles over the centuries. A couple of twisted
and diseased trees dot the landscape, offering a perch for the many carrion
birds in the area. A large cliff can be seen to the north.
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > stat
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

e
* R HP:Hurt SP:Strong MV:Tiring > Corner of a Battlefield
A large pile of bones sits here, partially burned. This must be where the
armies burn the dead after battles. A few scraps of armor and broken
weapons can be seen lying about the pile. Far to the north, a dark cliff
can be seen rising above the field.
[ obvious exits: N W ]
You notice a long-handled war axe is hidden here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Hurt SP:Strong MV:Tiring > not
n
e
You stop paying increased attention to your surroundings.

* R HP:Hurt SP:Strong MV:Tiring > s
A Battlefield
A few small stones intermingle with bits of bone and damaged pieces of
armor. The grass throughout the area has been trambled flat by the passage
of many hooves and boots. Just to the south, there appears to be a pile of
bones heaped into a black mound. A large cliff rises to the north.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Winded > Corner of a Battlefield
A large pile of bones sits here, partially burned. This must be where the
armies burn the dead after battles. A few scraps of armor and broken
weapons can be seen lying about the pile. Far to the north, a dark cliff
can be seen rising above the field.
[ obvious exits: N W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded > n
e
A Battlefield
A few small stones intermingle with bits of bone and damaged pieces of
armor. The grass throughout the area has been trambled flat by the passage
of many hooves and boots. Just to the south, there appears to be a pile of
bones heaped into a black mound. A large cliff rises to the north.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Winded > n
Your mount is too exhausted.

* R HP:Hurt SP:Strong MV:Winded > edh
Arglebargle, glop-glyf!?!

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

g
* R HP:Hurt SP:Strong MV:Winded > A Battlefield
A few small stones intermingle with bits of bone and damaged pieces of
armor. The grass throughout the area has been trambled flat by the passage
of many hooves and boots. Just to the south, there appears to be a pile of
bones heaped into a black mound. A large cliff rises to the north.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > diagnose horse
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > A warhorse is in excellent condition.
A warhorse is haggard.

Marussya
Posts: 5
Joined: Tue Oct 06, 2015 8:56 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Marussya » Sat Oct 10, 2015 12:49 am

* R HP:Hurt SP:Strong MV:Winded > where
g
Players in your Zone
--------------------
Marussya - A Battlefield

g
* R HP:Hurt SP:Strong MV:Winded > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > l
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Winded > A Battlefield
A few small stones intermingle with bits of bone and damaged pieces of
armor. The grass throughout the area has been trambled flat by the passage
of many hooves and boots. Just to the south, there appears to be a pile of
bones heaped into a black mound. A large cliff rises to the north.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Winded > rest
You sit down and rest your tired bones.

* R HP:Hurt SP:Strong MV:Winded > poke h.dark
You can't poke someone who's not here!

* R HP:Hurt SP:Strong MV:Winded > poke h.dark
You can't poke someone who's not here!

* R HP:Hurt SP:Strong MV:Winded > poke h.dark
You can't poke someone who's not here!

stat
* R HP:Hurt SP:Strong MV:Winded > not
You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 34, Parrying bonus: 113
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Winded > You start paying increased attention to your surroundings.

* R HP:Hurt SP:Strong MV:Winded > poke h.dark
You can't poke someone who's not here!

* R HP:Hurt SP:Strong MV:Winded > poke h.dark
poke h.dark
You feel parched from the hot weather.
You can't poke someone who's not here!

* R HP:Hurt SP:Strong MV:Tiring > You can't poke someone who's not here!

* R HP:Hurt SP:Strong MV:Tiring > diagnose horse
A warhorse is in excellent condition.
A warhorse is winded.

* R HP:Hurt SP:Strong MV:Tiring > sta
not
You stop resting, and stand up.

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

* R HP:Hurt SP:Strong MV:Tiring > e
Battle Field
A flat field stretches in all directions save north. Any vegitation that
once grew here has been trampled under foot and hoof. A few bits of armor,
weapons, and bone litter the area. The overwhelming stench of rot and decay
drives itself into your senses. The field extends west, south and east.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Edge of a Battlefield
A ravaged battlefield stretches before you to the west. A number of carrion
birds flock overhead, hunting for another meal among the fallen. A breeze
sends the stench of rotting flesh this direction. A couple of diseased
plants grow in spots, twisted by the corruption of the blight. A cliff lies
to the north.
[ obvious exits: N S W ]
A bloated and partially decayed corpse lies here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > e
s
Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > s
*Glaurang* has arrived from the north.
Burbling Mudpits
Somewhere deep below the surface of the earth, a black core warms up
everything surrounding it. The warmth of the core shows itself in some
burbling mudpits nearby. Bubbles on the surface reveals gases from within
the earth itself. The heat is almost unbearable and the smell too much to
withstand.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
A hound of the shadow smells blood in the air.

* R HP:Hurt SP:Strong MV:Tiring > s
Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Hurt SP:Strong MV:Tiring > Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > emb
x
You feel the flows of saidar coursing through your body.

[channel 'fireball' glaurang]ng >
Nobody here by that name.

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

* R HP:Hurt SP:Strong MV:Tiring > x
Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

[channel 'fireball' glaurang]ng >
Nobody here by that name.

* R HP:Hurt SP:Strong MV:Tiring > g
g
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Tiring > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > diagnose horse
g
g
g
A warhorse is in excellent condition.
A warhorse is weary.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

where
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > l
Players in your Zone
--------------------
Marussya - Dank Swamp

* R HP:Hurt SP:Strong MV:Tiring > g
g
Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

stat
* R HP:Hurt SP:Strong MV:Tiring > You are a 304 year old female human channeler.
Your height is 5 feet, 4 inches, and you weigh 130.0 lbs.
You are carrying 0.0 lbs and wearing 24.6 lbs, peanuts.
Your base abilities are: Str:15 Int:17 Wil:18 Dex:18 Con:15.
Offensive bonus: 122, Dodging bonus: 134, Parrying bonus: 151
Your mood is: Wimpy. You will flee below: 159 Hit Points
You are wanted by: Children of Light
Your armor absorbs about 5% on average.

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

* R HP:Hurt SP:Strong MV:Tiring > g
g
g
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > l
g
g
*Glaurang* has arrived from the north.
Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
*Glaurang* is standing here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > g
*Glaurang* leaves south.
[kill dark]
They aren't here.

g
* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > [kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > g
g
g
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > *Glaurang* has arrived from the south.
[kill dark]
You try to strike *Glaurang*, but he parries successfully.

g
* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Battered > [kill dark]
You do the best you can!

* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Battered > [kill dark]
You do the best you can!

x
*Glaurang* tries to slice you, but you deflect the blow.
You tickle *Glaurang*'s left leg with your strike.
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...

+
*Glaurang* panics, and attempts to flee!

*
*Glaurang* leaves east.

g
=g
g
Cancelled.
[kill dark]
They aren't here.

* R HP:Hurt SP:Strong MV:Tiring > g
*Glaurang* has arrived from the east.
[kill dark]
You try to strike *Glaurang*, but he parries successfully.

* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Battered > *Glaurang* tries to slice you, but you deflect the blow.
You try to strike *Glaurang*, but he deflects the blow.
[kill dark]
You do the best you can!

* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Battered > [kill dark]
You do the best you can!

* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Battered > x
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...

+
*Akhaas* has arrived from the south.

-
*Akhaas* tries to pound you, but you dodge the attack.

=
Ok.
*Glaurang* panics, and attempts to flee!
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Hurt SP:Strong MV:Tiring - Glaurang: Beaten > x
*Glaurang* leaves east.
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
You tickle *Akhaas*'s right arm with your strike.
** This weave of the Wheel ends in 5 minutes...

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered > x
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered > fb

*Akhaas* sends you sprawling with a powerful bash!

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Akhaas* tries to pound you, but you deflect the blow.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Akhaas* tries to pound you, but you parry successfully.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Glaurang* has arrived from the east.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Glaurang* slices your right arm into bloody fragments!

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered > x
[channel 'fireball' ]
You begin to weave the appropriate flows...

Cancelled.
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...

=
*Glaurang* tries to slice you, but you parry successfully.

+
*Glaurang* panics, and attempts to flee!

+
*Glaurang* leaves north.

=
You dodge a bash from *Akhaas* who loses his balance and falls!
Your target is no longer here!

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
You tickle *Akhaas*'s body with your strike.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Glaurang* has arrived from the north.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Glaurang* tries to slice you, but you parry successfully.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered > fb akhaas
x
[channel 'fireball' ]
You begin to weave the appropriate flows...

Cancelled.
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...

=
You dodge a bash from *Glaurang* who loses his balance and falls!


*Akhaas* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Hurt SP:Strong MV:Tiring - Akhaas: Battered >
*Akhaas* pounds your left arm into bloody fragments!

x
* R HP:Wounded SP:Strong MV:Tiring - Akhaas: Battered >
*Glaurang* slices your head extremely hard.
*Akhaas* pounds your right leg into bloody fragments!

[channel 'fireball' glaurang]iring - Akhaas: Battered >
You begin to weave the appropriate flows...


*Glaurang* tries to slice you, but you parry successfully.
*Akhaas* tries to pound you, but you parry successfully.

*
*Glaurang* panics, and attempts to flee!

=
*Glaurang* tries to slice you, but you parry successfully.
You tickle *Akhaas*'s left foot with your strike.
*Akhaas* tries to pound you, but you parry successfully.
*Glaurang* leaves east.
Your target is no longer here!

* R HP:Wounded SP:Strong MV:Tiring - Akhaas: Battered > x
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Tiring - Akhaas: Battered > x
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Tiring - Akhaas: Battered > x
You tickle *Akhaas*'s body with your strike.
[channel 'fireball' glaurang]
Nobody here by that name.

* R HP:Wounded SP:Strong MV:Tiring - Akhaas: Battered > x

*Glaurang* has arrived from the east.

ong MV:Tiring - Akhaas: Battered >
*Glaurang* slices your head extremely hard.
You panic and attempt to flee!
You flee head over heels.
Edge of the Swamp
Barren hills to the south meet with the edge of a large swamp, which stretches
northwards. The dark swamp to the east spreads out as it reaches the flats,
forming dank pools and stinking marshes. Sickly looking plants struggle to
grow here, and the air is thick with the gasses emitted by rotting plants.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

[channel 'fireball' glaurang]Tiring >
Nobody here by that name.

* R HP:Battered SP:Strong MV:Tiring > x
*Glaurang* has arrived from the west.
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...


*Glaurang* tries to slice you, but you deflect the blow.

x
Cancelled.
*Glaurang* tries to slice you, but you deflect the blow.
You feel parched from the hot weather.
You are thirsty.
*Akhaas* has arrived from the west.
[channel 'fireball' glaurang]
You begin to weave the appropriate flows...


*Akhaas* tries to pound you, but you parry successfully.

-
*Glaurang* tries to slice you, but you parry successfully.

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Glaurang*.

* R HP:Wounded SP:Good MV:Tiring - Glaurang: Beaten >
You dodge a bash from *Akhaas* who loses his balance and falls!

* R HP:Wounded SP:Good MV:Tiring - Glaurang: Beaten > o
[channel 'flame strike' h.glaurang]
You begin to weave the appropriate flows...

=
Ok.
Streaks of fire flow from your hands, burning *Glaurang*.

* R HP:Wounded SP:Good MV:Tiring - Glaurang: Critical > o
[channel 'flame strike' h.glaurang]
You begin to weave the appropriate flows...


*Glaurang* sends you sprawling with a powerful bash!
You are interrupted and stop what you are doing.
You panic and attempt to flee!


*Glaurang* slices your body extremely hard.


*Akhaas* pounds your head into bloody fragments!
*Glaurang* slices your head into bloody fragments!


You flee head over heels.
Dank Swamp
The air seems thick with the odors that rise from the brackish water. Where
the ground is not covered in dank pools, thick mud abounds. It takes great
care not to become stuck in the dark sludge. A few withered plants grow here
and there, but they are spotted with a black fungus. A shallow ravine with
a foul pool of water is to the west.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Good MV:Tiring > o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring >
*Akhaas* tries to pound you, but you deflect the blow.

* R HP:Beaten SP:Good MV:Tiring - Akhaas: Battered > o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring - Akhaas: Battered > o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring - Akhaas: Battered > cmw

You barely strike *Akhaas*'s right arm.

* R HP:Beaten SP:Good MV:Tiring - Akhaas: Battered > f
o
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

You panic and attempt to flee!g - Akhaas: Battered >

You flee head over heels.
Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring > o
s
*Glaurang* has arrived from the east.
[channel 'flame strike' h.glaurang]
You begin to weave the appropriate flows...


*Glaurang* tries to slice you, but you deflect the blow.

o
Cancelled.
No way! You're fighting for your life!

[channel 'flame strike' h.glaurang]laurang: Critical >
You begin to weave the appropriate flows...


*Glaurang* tries to slice you, but you parry successfully.

-
*Akhaas* has arrived from the south.


*Akhaas* pounds your right arm into bloody fragments!
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!


*Glaurang* panics, and attempts to flee!


You flee head over heels.
Through the Swamp
The heat of the Blight makes a strange contrast with the wet and cold mud
under your feet. Dead plants and grass have been swallowed by the muddy swamp,
generating a horrible smell that hangs in the air. Tracks after small animals
are barely readable in the soggy underfoot. Possible ways out of the swamp
lie off to the north, west and south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > o
** This weave of the Wheel ends in 4 minutes...
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring > o
*Akhaas* has arrived from the west.
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring >
*Akhaas* tries to pound you, but you parry successfully.

* R HP:Critical SP:Good MV:Tiring - Akhaas: Battered > o

You barely tickle *Akhaas*'s left arm with your strike.
*Akhaas* tries to pound you, but you parry successfully.

[channel 'flame strike' h.glaurang] Akhaas: Battered >
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring - Akhaas: Battered > o
f
o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

You panic and attempt to flee!ing - Akhaas: Battered >

You flee head over heels.
Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring > o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring > o
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring >
*Akhaas* tries to pound you, but you deflect the blow.

o
You barely strike *Akhaas*'s head.- Akhaas: Battered >
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring - Akhaas: Battered > fb
[channel 'fireball' ]
You begin to weave the appropriate flows...


*Akhaas* tries to pound you, but you deflect the blow.
You dodge a bash from *Akhaas* who loses his balance and falls!
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 flee head over heels.
Through the Swamp
The heat of the Blight makes a strange contrast with the wet and cold mud
under your feet. Dead plants and grass have been swallowed by the muddy swamp,
generating a horrible smell that hangs in the air. Tracks after small animals
are barely readable in the soggy underfoot. Possible ways out of the swamp
lie off to the north, west and south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Good MV:Tiring > fb akhaas
w
[channel 'fireball' ]
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring > Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Akhaas* is standing here.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Beaten SP:Good MV:Tiring > g
oo
*Akhaas* leaves east.
[kill dark]
They aren't here.

[channel 'fireball' h.dark]ring >
Nobody here by that name.

* R HP:Beaten SP:Good MV:Tiring > e
oo
*Akhaas* tries to pound you, but you deflect the blow.
No way! You're fighting for your life!

[channel 'fireball' h.dark]ring - Akhaas: Battered >
You begin to weave the appropriate flows...


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

You panic and attempt to flee!

oo

*Akhaas* pounds your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
Burbling Mudpits
Somewhere deep below the surface of the earth, a black core warms up
everything surrounding it. The warmth of the core shows itself in some
burbling mudpits nearby. Bubbles on the surface reveals gases from within
the earth itself. The heat is almost unbearable and the smell too much to
withstand.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
A hound of the shadow smells blood in the air.
[channel 'fireball' h.dark]
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring > s

A *trolloc* has arrived from the north.

* R HP:Critical SP:Good MV:Tiring > s
s

*Akhaas* has arrived from the south.

* R HP:Critical SP:Good MV:Tiring > *Akhaas* tries to pound you, but you parry successfully.
No way! You're fighting for your life!
You swiftly dodge A *trolloc*'s attempt to slice you.

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

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

* R HP:Critical SP:Good MV:Tiring - Akhaas: Battered > not
You stop paying increased attention to your surroundings.

cmw
* R HP:Critical SP:Good MV:Tiring - Akhaas: Battered > f
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

You panic and attempt to flee!ing - Akhaas: Battered >

e

You swiftly dodge A *trolloc*'s attempt to slice you.

s
You flee head over heels.
Dank Swamp
Dead leaves and old branches spread all across the ground here have been
infected with the foul mud that fills this swamp. The decomposing material
sends out a horrible smell that forms a sort of mist, hanging over the rotting
swamp. The ground underfoot is soggy and barely walkable. Standing still would
make you sink. The muddy ground stretches out north, east and south, and
drier ground extends to the west.
[ obvious exits: N E S ]
A slim blade with a white hilt lies here on the floor.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
Through the Swamp
The heat of the Blight makes a strange contrast with the wet and cold mud
under your feet. Dead plants and grass have been swallowed by the muddy swamp,
generating a horrible smell that hangs in the air. Tracks after small animals
are barely readable in the soggy underfoot. Possible ways out of the swamp
lie off to the north, west and south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > Edge of the Swamp
Barren hills to the south meet with the edge of a large swamp, which stretches
northwards. The dark swamp to the east spreads out as it reaches the flats,
forming dank pools and stinking marshes. Sickly looking plants struggle to
grow here, and the air is thick with the gasses emitted by rotting plants.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > s
s
w
Blackened Hilltop
The hilltop here has been charred by some flame. Given the lack of any
significant plant matter, it is doubtful that there was an actual fire here.
The source of the flame is not evident, but the blackened rocks and melted
sand leave evidence of its strength.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A fade emerges from the shadows as you pass by.

w
* R HP:Critical SP:Good MV:Tiring > w
Blasted Lands
Barren hills stretch in all directions. Boulders lie strewn upon them, and
sharp outcroppings of dark stone jut out in many places. To the south, it
seems that many of the boulders have been cleared to form a trail. To the
north stands a tall hill, blackened by some unknown flame.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > Blasted Lands
A steep cliff lies to the west, formed of a dark gray rock, spotted with
black mineral deposits. Stretching in all other directions are barren hills,
devoid of life. Where the ground is not solid rock, a pale gray dirt clings
to the hills. Here and there, dark brown mold grows on the rocky outcroppings.
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A fly is buzzing around here somewhere.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

s
* R HP:Critical SP:Good MV:Tiring > s
w
Below the Cliffs
To the south and west rise steep cliffs. It seems that some tectonic
disturbance in the past cause this area to sink lower than the land to the
south and west. The ground is barren rock, gray and spotted in places with
black. A trail lies to the east, and the western cliff runs northwards.
[ obvious exits: N E ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Glaurang* is standing here.

* R HP:Critical SP:Good MV:Tiring > w
Alas, you cannot go that way...

w
* R HP:Critical SP:Good MV:Tiring > *Glaurang* leaves north.
Alas, you cannot go that way...

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

g
* R HP:Critical SP:Good MV:Tiring >
*Glaurang* has arrived from the north.

* R HP:Critical SP:Good MV:Tiring > *Glaurang* tries to slice you, but you parry successfully.
[kill dark]
You do the best you can!

* R HP:Critical SP:Good MV:Tiring - Glaurang: Critical > emb
x
You try to strike *Glaurang*, but he deflects the blow.
*Glaurang* tries to slice you, but you deflect the blow.
You are already in touch with saidar, can't you feel it?

[channel 'fireball' glaurang]ring - Glaurang: Critical >
You begin to weave the appropriate flows...

+
A *trolloc* has arrived from the north.

*
A *trolloc* leaves east.

=
Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your fireball blasts into *Glaurang*, dropping his charred corpse to the ground.
*Glaurang* is dead! R.I.P.
Your blood freezes as you hear *Glaurang*'s death cry.

* R HP:Critical SP:Good MV:Tiring > release
Ok.

gg
* R HP:Critical SP:Good MV:Tiring > e
[get all corpse]
You get a potato from the corpse of Glaurang.
You get a potato from the corpse of Glaurang.
You get a pair of animal-fur boots from the corpse of Glaurang.
You get a pair of ebony-steel plate greaves from the corpse of Glaurang.
You get a brightly-colored sash from the corpse of Glaurang.
You get a jagged edged warsword from the corpse of Glaurang.
You get a silver Kandori wristcuff from the corpse of Glaurang.
You get a silver Kandori wristcuff from the corpse of Glaurang.
You get a sturdy pair of full leather gauntlets from the corpse of Glaurang.
You get a pair of riveted chainmail sleeves from the corpse of Glaurang.
You get a backpack from the corpse of Glaurang.
You get a bright red robe from the corpse of Glaurang.
You get a tunic of finely-crafted chain from the corpse of Glaurang.
You get a thin, black chain from the corpse of Glaurang.
You get a thin, black chain from the corpse of Glaurang.
You get a rimmed round helmet from the corpse of Glaurang.
You get a jade signet ring from the corpse of Glaurang.
You get an oilstone from the corpse of Glaurang.

* R HP:Critical SP:Good MV:Tiring > Twist in the Trail
The rocks and boulders that dot the hills here have been cleared aside to make
a narrow path. The path runs towards a gorge to the east, and south, up a
steep slope. There are no plants growing here, though in places a dark brown
mold seems to be finding some manner of survival.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Critical SP:Good MV:Tiring >
Your heartbeat calms down more as you feel less panicked.
You feel parched from the hot weather.
You are thirsty.

* R HP:Critical SP:Good MV:Tiring > n
e
The noxious stench and oppresive heat of the Blight drains your energy!
Blasted Lands
Barren hills stretch in all directions. Boulders lie strewn upon them, and
sharp outcroppings of dark stone jut out in many places. To the south, it
seems that many of the boulders have been cleared to form a trail. To the
north stands a tall hill, blackened by some unknown flame.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > Overlooking the Dark Swamp
To the east is a deep gorge. From its depths rise the sounds of a large swamp.
Looking down the cliff reveals a dark swamp rushing at its base. To the south,
a trail crosses the gorge over a wide log. The cliff begins to descend to the
north, and barren hills lie to the west.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Critical SP:Good MV:Tiring > not
n
You start paying increased attention to your surroundings.

* R HP:Critical SP:Good MV:Tiring > get skin pack
drink skin
put skin pack
Above the Dark Swamp
The dark swamp makes a turn to the west and then back to the north. Its banks
are steep, and the water moves too quickly for any travel on or across it. The
swamp does not seem to foster any sort of life, but its black waters make it
difficult to tell for sure. To the west stands a blackened hill.
[ obvious exits: S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.

* R HP:Critical SP:Good MV:Tiring > You get a water skin from a backpack.

* R HP:Critical SP:Good MV:Tiring > You drink the water.

* R HP:Critical SP:Good MV:Tiring > w
You put a water skin in a backpack.

* R HP:Critical SP:Good MV:Tiring > Blackened Hilltop
The hilltop here has been charred by some flame. Given the lack of any
significant plant matter, it is doubtful that there was an actual fire here.
The source of the flame is not evident, but the blackened rocks and melted
sand leave evidence of its strength.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A fade emerges from the shadows as you pass by.

* R HP:Critical SP:Good MV:Winded > n
Edge of the Swamp
Barren hills to the south meet with the edge of a large swamp, which stretches
northwards. The dark swamp to the east spreads out as it reaches the flats,
forming dank pools and stinking marshes. Sickly looking plants struggle to
grow here, and the air is thick with the gasses emitted by rotting plants.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Winded > n
Through the Swamp
The heat of the Blight makes a strange contrast with the wet and cold mud
under your feet. Dead plants and grass have been swallowed by the muddy swamp,
generating a horrible smell that hangs in the air. Tracks after small animals
are barely readable in the soggy underfoot. Possible ways out of the swamp
lie off to the north, west and south.
[ obvious exits: N S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Winded > n
n
Festering Pools
Revolting pools of dirty water and mud are spread all over the ground here.
Some look shallow and crossable, some too deep to tell. There is no doubt
about the danger of crossing these pools, one cannot tell how they will
react to having someone or something wading through them. The dead land
continues in all directions.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Winded > The noxious stench and oppresive heat of the Blight drains your energy!
Alas, you cannot go that way...

diagnose horse
* R HP:Critical SP:Good MV:Winded > A warhorse is in excellent condition.
A warhorse is weary.

* R HP:Critical SP:Good MV:Winded > g
g
[kill dark]
They aren't here.

* R HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* R HP:Critical SP:Good MV:Winded > dism
lead horse
You stop riding him.

lead horse
* HP:Critical SP:Good MV:Winded > You start leading him.
A warhorse starts following you.

* HP:Critical SP:Good MV:Winded > You're already leading it!

* HP:Critical SP:Good MV:Winded > where
g
Players in your Zone
--------------------
Marussya - Festering Pools

g
* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > i
[kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > You are carrying:
an oilstone
a jade signet ring
a rimmed round helmet
[2] a thin, black chain
a tunic of finely-crafted chain
a bright red robe
a backpack
a pair of riveted chainmail sleeves
a sturdy pair of full leather gauntlets
[2] a silver Kandori wristcuff
a jagged edged warsword
a brightly-colored sash
a pair of ebony-steel plate greaves
a pair of animal-fur boots
[2] a potato

* HP:Critical SP:Good MV:Winded > save
g
g
Saving Marussya.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > look in i.pack
g
backpack (carried) :
fourteen copper pennys
a wealth of gold crowns (56)
a bubbling draught
a skin of human flesh
a dagger
[3] a package of iron rations
[2] a thin vial of yellow fluid

g
* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > g
g
g
g
[kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > [kill dark]
They aren't here.

* HP:Critical SP:Good MV:Winded > get vial i.pack
You get a thin vial of yellow fluid from a backpack.

* HP:Critical SP:Good MV:Winded >
** This weave of the Wheel ends in 3 minutes...

* HP:Critical SP:Good MV:Winded > quaff vial
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

cmw
* HP:Critical SP:Good MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 159 hit points.

l
* HP:Critical SP:Good MV:Tiring > where
Festering Pools
Revolting pools of dirty water and mud are spread all over the ground here.
Some look shallow and crossable, some too deep to tell. There is no doubt
about the danger of crossing these pools, one cannot tell how they will
react to having someone or something wading through them. The dead land
continues in all directions.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently.

* HP:Critical SP:Good MV:Tiring > Players in your Zone
--------------------
Marussya - Festering Pools

* HP:Critical SP:Good MV:Tiring > diagnose horse
A warhorse is in excellent condition.

* HP:Critical SP:Good MV:Tiring >
*Akhaas* has arrived from the south.

* HP:Critical SP:Good MV:Tiring > ride horse
e
A warhorse stops following you.
You start riding him.

* R HP:Critical SP:Good MV:Tiring > Atop the Boulders
Large boulders of massive stone have gathered here as a small island in the
middle of the blighted area. The stench and heat is still there, yet this
place is much calmer then the surrounding pools of mud and rotting
vegetation. One can see quite a distance from up here, not that the view is
that pleasing to the eye.
[ obvious exits: E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
The giant blight beetle is visible flying high in the sky.

* R HP:Critical SP:Good MV:Tiring > emb
e
You feel the flows of saidar coursing through your body.

* R HP:Critical SP:Good MV:Tiring > Dank Bog
Pain and misery. Heat and thirst. The murky swampland does not prove to be
much protection against these horrors of the blight. The ground is mushed
by dead leaves and what looks to be the remains of some animal. Tracks in
the mud shows great number of large animals passing through here, alsmot
forming a trail of some sort. That doesn't make the terrain less difficult
though.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

cw 0
* R HP:Critical SP:Good MV:Tiring > [change wimpy 0]
You won't flee from any fight now.

* R HP:Critical SP:Good MV:Tiring > e
u
Stinking Mudflat
Small holes in the ground indicates a colony of some small animals here.
The ground, heavily undermined, will not support much weight, making it
very unsafe to cross. The air is filled with a smell of rotting grass and
dead leaves mixed with a slight dash of fresh blood. The underfoot is soggy
and unstable.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

* R HP:Critical SP:Good MV:Tiring > e
u
Cracked Flatlands
The earth has been torn into fragments on this particulary hot place in the
Blight. No water and constant heat has done its job over time and left a
trail of destruction after what looks to be the longest drought in history.
The hand of the Dark One rests over this lightforsaken place, cursing it
forever more.
[ obvious exits: S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.

* R HP:Critical SP:Good MV:Tiring > Alas, you cannot go that way...

* R HP:Critical SP:Good MV:Tiring > drop all
You drop an oilstone.
You drop a jade signet ring.
You drop a rimmed round helmet.
You drop a thin, black chain.
You drop a thin, black chain.
You drop a tunic of finely-crafted chain.
You drop a bright red robe.
You drop a backpack.
You drop a pair of riveted chainmail sleeves.
You drop a sturdy pair of full leather gauntlets.
You drop a silver Kandori wristcuff.
You drop a silver Kandori wristcuff.
You drop a jagged edged warsword.
You drop a brightly-colored sash.
You drop a pair of ebony-steel plate greaves.
You drop a pair of animal-fur boots.
You drop a potato.
You drop a potato.

* R HP:Critical SP:Good MV:Tiring > emb
x
You are already in touch with saidar, can't you feel it?
Acantha chats 'the beep of doom!'

[channel 'fireball' glaurang]ring >
Nobody here by that name.

* R HP:Critical SP:Good MV:Tiring > dism
lead horse

*Akhaas* tries to pound you, but you parry successfully.

* R HP:Critical SP:Good MV:Tiring - Akhaas: Battered > lead horse
You stop riding him.

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

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

[channel 'fireball' glaurang]ng - Akhaas: Battered >
Nobody here by that name.

* HP:Critical SP:Good MV:Tiring - Akhaas: Battered >
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Good MV:Tiring - Akhaas: Battered > emb
oo
You tickle *Akhaas*'s right leg with your strike.
You are already in touch with saidar, can't you feel it?

[channel 'fireball' h.dark]ring - Akhaas: Battered >
You begin to weave the appropriate flows...

+
-- Reboot ABORTED --

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Akhaas*.

* HP:Critical SP:Fading MV:Tiring - Akhaas: Beaten > fb akhaas
[channel 'fireball' ]
You begin to weave the appropriate flows...

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


=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Akhaas*.

* HP:Critical SP:Trickling MV:Tiring - Akhaas: Critical > fs
You tickle *Akhaas*'s body with your strike.
[chann 'flame strike' ]
You begin to weave the appropriate flows...

=
You lost control of Saidar!

* HP:Critical SP:Trickling MV:Tiring - Akhaas: Critical >
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Trickling MV:Tiring - Akhaas: Critical >
You tickle *Akhaas*'s body with your strike.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical > fs
[chann 'flame strike' ]
You begin to weave the appropriate flows...

=
You barely tickle *Akhaas*'s body with your strike.
You can't summon enough energy to weave the flow.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical > release
Ok.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
You tickle *Akhaas*'s left leg with your strike.
*Akhaas* tries to pound you, but you deflect the blow.
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical > l
Cracked Flatlands
The earth has been torn into fragments on this particulary hot place in the
Blight. No water and constant heat has done its job over time and left a
trail of destruction after what looks to be the longest drought in history.
The hand of the Dark One rests over this lightforsaken place, cursing it
forever more.
[ obvious exits: S W ]
A potato is here. [2]
Boots made from the fur of various animals have been left here.
A pair of black armor greaves lies here, highly polished.
A brightly-colored sash lies here, in a heap.
A sword with a jagged edge has been stuck in the ground.
A snowflake design of Kandori origin is etched into a sturdy, silver wristcuff. [2]
A solid set of leather gauntlets rests here.
A pair of riveted chainmail coverings lay stretched on the ground.
A thick, leather backpack lies abandoned here.
A bright red robe lies crumpled in a heap.
A tunic of fine chain lies in a bundle here.
A necklace of shiny black links has been dropped here. [2]
A slightly dented rimmed round helmet has been left here.
A jade ring is here, an ancient symbol of nobility.
A fine-grained oilstone lies upon the ground.
*Akhaas* is here, fighting YOU!
A warhorse is here, stamping his feet impatiently.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
You tickle *Akhaas*'s right arm with your strike.
*Akhaas* tries to pound you, but you parry successfully.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical > scream

Divina narrates 'Black Magic'

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical > ARRRRRRRRRRGH!!!!!

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
Rixie chats 'doom got aborted'

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
You tickle *Akhaas*'s body with your strike.

* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Trickling MV:Strong - Akhaas: Critical >
You tickle *Akhaas*'s body with your strike.
You feel parched from the hot weather.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > emb
x
You feel the flows of saidar coursing through your body.

[channel 'fireball' glaurang]esh - Akhaas: Critical >
Nobody here by that name.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > o
You barely tickle *Akhaas*'s body with your strike.
[channel 'flame strike' h.glaurang]
Nobody here by that name.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > oo
[channel 'fireball' h.dark]
You begin to weave the appropriate flows...

=
You can't summon enough energy to weave the flow.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
Svetlana chats 'oh weird.'

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You tickle *Akhaas*'s body with your strike.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > release

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


* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > Ok.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You barely tickle *Akhaas*'s body with your strike.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
Acantha chats 'the mud had an abortion'

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > scream
scream
scream
ARRRRRRRRRRGH!!!!!

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > You barely tickle *Akhaas*'s body with your strike.
ARRRRRRRRRRGH!!!!!

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical > ARRRRRRRRRRGH!!!!!

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You dodge a bash from *Akhaas* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You tickle *Akhaas*'s body with your strike.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
Rixie chats 'who got aborted?'

* HP:Critical SP:Fading MV:Fresh - Akhaas: Critical >
You strike *Akhaas*'s left arm.
*Akhaas* is mortally wounded, and will die soon, if not aided.

* HP:Critical SP:Fading MV:Fresh - Akhaas: Incapacitated >
You strike *Akhaas*'s head.
*Akhaas* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Akhaas*'s death cry.

* HP:Critical SP:Fading MV:Fresh > nar haha woo
You narrate 'haha woo'

* HP:Critical SP:Fading MV:Fresh > nar glaurang/akhaas rip
l
You narrate 'glaurang/akhaas rip'

Auriona
Posts: 367
Joined: Tue Sep 15, 2015 5:18 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Auriona » Sat Oct 10, 2015 2:01 am

spam scream of doom.

Alison
Posts: 821
Joined: Mon Mar 30, 2015 3:09 am
Location: South Africa
Contact:

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Alison » Sat Oct 10, 2015 2:37 am

poke h.dark

Touche.

Akhaas
Posts: 11
Joined: Sat Sep 05, 2015 9:29 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Akhaas » Sat Oct 10, 2015 4:00 am

who says dodge sucks, i was zerk the whole time

Alayla
Posts: 590
Joined: Sun Mar 22, 2015 1:20 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Alayla » Sat Oct 10, 2015 9:24 am

Fun read! I've missed you, Marussya, and your logs. I remember one of your first as Sedai - something about learning to trust the bond. Loved it. :)

toribio
Posts: 95
Joined: Mon Mar 23, 2015 9:24 am

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by toribio » Sat Oct 10, 2015 10:07 am

I am curious what happened after this. I hit you and chased you all the way into fd. I ran into fd and hit you in fd rent and you went LD instantly. So I left you high crit/beat there. Only to have you come try to vulture me soon there after when I was low in camp.

Props for killing Gla and akhaas, I was trying to get to them but was hagg from just running to tkd.

Marussya
Posts: 5
Joined: Tue Oct 06, 2015 8:56 pm

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Marussya » Sat Oct 10, 2015 11:54 am

You did come in eh? Aldazar didn't mention it... Thanks for being sporting, my router is a piece of trash and started cutting out on me, was LD in df for a few mins while you ran gap too.

Errtu

Re: Marussya posterizing Glaurang/Akhaas with a solid assist from Tickle Stick

Post by Errtu » Thu Nov 05, 2015 4:47 pm

oh she posted it. gd i felt like we were going to win, but alas it was not ment to be!

it was very fun though, but only after i got to like 1-2 weaves from death!, if only the last bash had landed before Fball

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