Stab Thread
Re: Stab Thread
Not a killing stab, but a funny one, should have zerked first
The Tar Valon Road
This wide road is unpaved, but the dirt has been compacted over years of
use by wagons, carriages, and carts as well as countless travelers. There
is a trench on either side of the road to prevent most wild animals from
wandering onto this major artery.
[ obvious exits: N E S ]
Zone: Fal Dara Road
A squat border stone juts from the soil.
Kyson the Defender is here, fighting Byrg, riding a warhorse.
*Byrg* is here, fighting Kyson, riding a shadow stallion.
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's left leg.
You attempt to hide yourself.
* S HP:Healthy MV:Tiring >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* avoids being bashed by Kyson who loses his balance and falls!
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* sends Kyson sprawling with a powerful bash!
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's body.
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's body.
* S HP:Healthy MV:Tiring >
back dark
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* barely pierces Kyson's head.
*Byrg* pierces Kyson's body.
*Byrg* avoids being bashed by Kyson who loses his balance and falls!
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* nods in agreement.
* S HP:Healthy MV:Tiring >
back dark
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* pierces Kyson's right foot.
* S HP:Healthy MV:Tiring >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
Kyson panics, and attempts to flee!
* S HP:Healthy MV:Tiring >
Kyson leaves east riding a warhorse. >>
* S HP:Healthy MV:Tiring >
back dark
You silently approach your victim...
-=
Dartes tells you 'Would probably only be Sorvitor is a newbie got ratted :D'
+
Kyson has arrived from the east, riding a warhorse.
*
*Byrg* barely pierces Kyson's right leg.
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* pierces Kyson's right leg.
*+=
Kyson panics, and attempts to flee!
-
*Byrg* pierces Kyson's body.
-
Kyson leaves south riding a warhorse. vv
=+
*
*Byrg* makes a strange sound as you place a silver-winged basilard in his back!
*Byrg* panics, and attempts to flee!
* S HP:Healthy MV:Tiring - Byrg: Battered >
*Byrg* panics, and attempts to flee!
* S HP:Healthy MV:Tiring - Byrg: Battered >
*Byrg* leaves north riding a shadow stallion. ^^
* S HP:Healthy MV:Tiring >
Maddy narrates 'someone in TV?'
* S HP:Healthy MV:Tiring >
Jaidon narrates 'bg dead'
na lol
* S HP:Healthy MV:Tiring >
You narrate 'lol'
* S HP:Healthy MV:Tiring >
na stabbed him
Jaidon has arrived from the south, riding a gray palfrey.
You narrate 'stabbed him'
* S HP:Healthy MV:Tiring >
na fled n
Kyson has arrived from the south, riding a warhorse.
You narrate 'fled n'
* S HP:Healthy MV:Tiring >
Jaidon leaves east riding a gray palfrey. >>
* S HP:Healthy MV:Tiring >
Kyson narrates 'nice'
* S HP:Healthy MV:Tiring >
Kyson leaves east riding a warhorse. >>
* S HP:Healthy MV:Tiring >
na nice timing, kyson
You narrate 'nice timing, kyson'
* S HP:Healthy MV:Tiring >
Someone bellows 'my God ls is pathetic' <<< I'm crying, lol!
* S HP:Healthy MV:Tiring >
The Tar Valon Road
This wide road is unpaved, but the dirt has been compacted over years of
use by wagons, carriages, and carts as well as countless travelers. There
is a trench on either side of the road to prevent most wild animals from
wandering onto this major artery.
[ obvious exits: N E S ]
Zone: Fal Dara Road
A squat border stone juts from the soil.
Kyson the Defender is here, fighting Byrg, riding a warhorse.
*Byrg* is here, fighting Kyson, riding a shadow stallion.
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's left leg.
You attempt to hide yourself.
* S HP:Healthy MV:Tiring >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* avoids being bashed by Kyson who loses his balance and falls!
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* sends Kyson sprawling with a powerful bash!
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's body.
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* pierces Kyson's body.
* S HP:Healthy MV:Tiring >
back dark
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* barely pierces Kyson's head.
*Byrg* pierces Kyson's body.
*Byrg* avoids being bashed by Kyson who loses his balance and falls!
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
back dark
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
*Byrg* nods in agreement.
* S HP:Healthy MV:Tiring >
back dark
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* pierces Kyson's right foot.
* S HP:Healthy MV:Tiring >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Tiring >
Kyson panics, and attempts to flee!
* S HP:Healthy MV:Tiring >
Kyson leaves east riding a warhorse. >>
* S HP:Healthy MV:Tiring >
back dark
You silently approach your victim...
-=
Dartes tells you 'Would probably only be Sorvitor is a newbie got ratted :D'
+
Kyson has arrived from the east, riding a warhorse.
*
*Byrg* barely pierces Kyson's right leg.
Kyson tries to smite *Byrg*, but he deflects the blow.
*Byrg* pierces Kyson's right leg.
*+=
Kyson panics, and attempts to flee!
-
*Byrg* pierces Kyson's body.
-
Kyson leaves south riding a warhorse. vv
=+
*
*Byrg* makes a strange sound as you place a silver-winged basilard in his back!
*Byrg* panics, and attempts to flee!
* S HP:Healthy MV:Tiring - Byrg: Battered >
*Byrg* panics, and attempts to flee!
* S HP:Healthy MV:Tiring - Byrg: Battered >
*Byrg* leaves north riding a shadow stallion. ^^
* S HP:Healthy MV:Tiring >
Maddy narrates 'someone in TV?'
* S HP:Healthy MV:Tiring >
Jaidon narrates 'bg dead'
na lol
* S HP:Healthy MV:Tiring >
You narrate 'lol'
* S HP:Healthy MV:Tiring >
na stabbed him
Jaidon has arrived from the south, riding a gray palfrey.
You narrate 'stabbed him'
* S HP:Healthy MV:Tiring >
na fled n
Kyson has arrived from the south, riding a warhorse.
You narrate 'fled n'
* S HP:Healthy MV:Tiring >
Jaidon leaves east riding a gray palfrey. >>
* S HP:Healthy MV:Tiring >
Kyson narrates 'nice'
* S HP:Healthy MV:Tiring >
Kyson leaves east riding a warhorse. >>
* S HP:Healthy MV:Tiring >
na nice timing, kyson
You narrate 'nice timing, kyson'
* S HP:Healthy MV:Tiring >
Someone bellows 'my God ls is pathetic' <<< I'm crying, lol!
* S HP:Healthy MV:Tiring >
Re: Stab Thread
Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
* S HP:Battered MV:Strong > [hide ]
You attempt to hide yourself.
* S HP:Battered MV:Strong > n
h
bac h.dark
Backstab who?
* S HP:Battered MV:Strong > Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
*Torquemada* is standing here.
*Jestin* is standing here, riding a shadow stallion.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Battered MV:Strong > [hide ]
You attempt to hide yourself.
You silently approach your victim...
=
*Jestin* gets eighteen copper pennys from a small purse.
*Jestin* gets a wealth of gold crowns from a small purse.
*Jestin* gets an oilstone from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a cup of thready brown tea from a small purse.
*Jestin* gets a mirrored lantern from a small purse.
*Jestin* gets a mirrored lantern from a small purse.
*Jestin* gets a package of iron rations from a small purse.
*Jestin* gets a package of iron rations from a small purse.
*Jestin* gets a bubbling draught from a small purse.
*Jestin* gets a bubbling draught from a small purse.
-
A shivering tree tries to hit you, but you dodge the attack.
A shivering tree joins a shivering tree's fight!
*Torquemada* makes a strange sound as you place a silver-winged basilard in his back!
*Torquemada* 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 *Torquemada*'s death cry.
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
* S HP:Battered MV:Strong > [hide ]
You attempt to hide yourself.
* S HP:Battered MV:Strong > n
h
bac h.dark
Backstab who?
* S HP:Battered MV:Strong > Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
*Torquemada* is standing here.
*Jestin* is standing here, riding a shadow stallion.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Battered MV:Strong > [hide ]
You attempt to hide yourself.
You silently approach your victim...
=
*Jestin* gets eighteen copper pennys from a small purse.
*Jestin* gets a wealth of gold crowns from a small purse.
*Jestin* gets an oilstone from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a thin vial of yellow fluid from a small purse.
*Jestin* gets a cup of thready brown tea from a small purse.
*Jestin* gets a mirrored lantern from a small purse.
*Jestin* gets a mirrored lantern from a small purse.
*Jestin* gets a package of iron rations from a small purse.
*Jestin* gets a package of iron rations from a small purse.
*Jestin* gets a bubbling draught from a small purse.
*Jestin* gets a bubbling draught from a small purse.
-
A shivering tree tries to hit you, but you dodge the attack.
A shivering tree joins a shivering tree's fight!
*Torquemada* makes a strange sound as you place a silver-winged basilard in his back!
*Torquemada* 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 *Torquemada*'s death cry.
Re: Stab Thread
Field
Uniformly short and even blades of grass cover a flat expanse along the
southern edge of Whitebridge. The clearly well-tended space sprawls north
and west. A small path runs along the south edge of the verge, eventually
turning into the paved road which runs along the city wall to the east. A
few shops cluster on the south border of the footpath, facing the gardens.
[ obvious exits: N E S W ]
Zone: Whitebridge
North: A little boy plays here.
East: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
South: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
West: A field of tall, lush plants sways gently in the breeze.
A campfire burns slowly, sending smoke into the sky.
* S HP:Wounded MV:Winded >
They aren't here.
* S HP:Wounded MV:Winded >
(tic_timer): Tic in 7 seconds!
Captain Martyn Tallanvor has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
e
* S HP:Wounded MV:Winded >
hide
backstab h.dark
Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the east the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
Zone: Whitebridge
West: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Byrg* is standing here.
A wild stallion bucks madly.
* S HP:Wounded MV:Weary >
You attempt to hide yourself.
* S HP:Wounded MV:Weary >
You silently approach your victim...
-=+**+=
*Byrg* assumes a defensive striking posture.
- -
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.479 seconds.
=+*
*Byrg* makes a strange sound as you place a silver-winged basilard in his back!
*Byrg* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Byrg*'s death cry.
Uniformly short and even blades of grass cover a flat expanse along the
southern edge of Whitebridge. The clearly well-tended space sprawls north
and west. A small path runs along the south edge of the verge, eventually
turning into the paved road which runs along the city wall to the east. A
few shops cluster on the south border of the footpath, facing the gardens.
[ obvious exits: N E S W ]
Zone: Whitebridge
North: A little boy plays here.
East: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
South: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
West: A field of tall, lush plants sways gently in the breeze.
A campfire burns slowly, sending smoke into the sky.
* S HP:Wounded MV:Winded >
They aren't here.
* S HP:Wounded MV:Winded >
(tic_timer): Tic in 7 seconds!
Captain Martyn Tallanvor has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
A determined Queen's Guard soldier has arrived from the south.
e
* S HP:Wounded MV:Winded >
hide
backstab h.dark
Eastbridge Avenue
The wide avenue opens to the west onto a large field in Whitebridge's park.
To the east the avenue runs along the inside of the city walls.
[ obvious exits: E W ]
Zone: Whitebridge
West: A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Byrg* is standing here.
A wild stallion bucks madly.
* S HP:Wounded MV:Weary >
You attempt to hide yourself.
* S HP:Wounded MV:Weary >
You silently approach your victim...
-=+**+=
*Byrg* assumes a defensive striking posture.
- -
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.479 seconds.
=+*
*Byrg* makes a strange sound as you place a silver-winged basilard in his back!
*Byrg* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Byrg*'s death cry.
Re: Stab Thread
That one made me giggle... too many diag h.humans... heh.
Re: Stab Thread
Arrived in FD and seen a "distant figure" jump out!
* S HP:Healthy MV:Tiring > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > w
w
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
h
* S HP:Healthy MV:Tiring > The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
North: *Yetu* is standing here.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > n
h
bac h.dark
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
*Yetu* is standing here.
A raven is here flying around.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
You silently approach your victim...
*Yetu* makes a strange sound as you place a silver-winged basilard in his back!
*Yetu* 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 *Yetu*'s death cry.
* S HP:Healthy MV:Tiring > nar rip yetu
v
You narrate 'rip yetu'
* S HP:Healthy MV:Tiring > sca
[take all corpse]
You get a pair of thick metal boots from the corpse of Yetu.
You get a pair of ebony-steel plate greaves from the corpse of Yetu.
You get a dagger from the corpse of Yetu.
You get a bronze belt of odd design from the corpse of Yetu.
You get a wickedly scythed longsword from the corpse of Yetu.
You get a sungwood bracelet from the corpse of Yetu.
You get a sungwood bracelet from the corpse of Yetu.
You get a pair of heavy metal gauntlets from the corpse of Yetu.
You get a pair of ebony-steel plate vambraces from the corpse of Yetu.
You get a backpack from the corpse of Yetu.
You get an earthen brown mantle from the corpse of Yetu.
You get a shining steel breastplate from the corpse of Yetu.
You get a torc of gleaming steel from the corpse of Yetu.
You get a torc of gleaming steel from the corpse of Yetu.
You get a full metal helmet and visor from the corpse of Yetu.
You get a gold ring delicately carved with ivy from the corpse of Yetu.
You get a gold ring delicately carved with ivy from the corpse of Yetu.
You get an oilstone from the corpse of Yetu.
* S HP:Healthy MV:Tiring > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > w
w
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
h
* S HP:Healthy MV:Tiring > The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
North: *Yetu* is standing here.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > n
h
bac h.dark
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
*Yetu* is standing here.
A raven is here flying around.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
You silently approach your victim...
*Yetu* makes a strange sound as you place a silver-winged basilard in his back!
*Yetu* 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 *Yetu*'s death cry.
* S HP:Healthy MV:Tiring > nar rip yetu
v
You narrate 'rip yetu'
* S HP:Healthy MV:Tiring > sca
[take all corpse]
You get a pair of thick metal boots from the corpse of Yetu.
You get a pair of ebony-steel plate greaves from the corpse of Yetu.
You get a dagger from the corpse of Yetu.
You get a bronze belt of odd design from the corpse of Yetu.
You get a wickedly scythed longsword from the corpse of Yetu.
You get a sungwood bracelet from the corpse of Yetu.
You get a sungwood bracelet from the corpse of Yetu.
You get a pair of heavy metal gauntlets from the corpse of Yetu.
You get a pair of ebony-steel plate vambraces from the corpse of Yetu.
You get a backpack from the corpse of Yetu.
You get an earthen brown mantle from the corpse of Yetu.
You get a shining steel breastplate from the corpse of Yetu.
You get a torc of gleaming steel from the corpse of Yetu.
You get a torc of gleaming steel from the corpse of Yetu.
You get a full metal helmet and visor from the corpse of Yetu.
You get a gold ring delicately carved with ivy from the corpse of Yetu.
You get a gold ring delicately carved with ivy from the corpse of Yetu.
You get an oilstone from the corpse of Yetu.
Re: Stab Thread
* S HP:Healthy MV:Winded >
Isela narrates 'nope'
* S HP:Healthy MV:Winded >
e
r
Junction of Malkieri Court and Tarwin Lane
[ obvious exits: E S W ]
Zone: Village of Lockshear
East: A Lockshear militiaman glares at his surroundings.
South: A raven is here flying around.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
Isela narrates 'still looking'
da
* S HP:Healthy MV:Winded >
[diag h.dark]
No-one by that name here.
* S HP:Healthy MV:Winded >
nar nod
You narrate 'nod'
* S HP:Healthy MV:Winded >
e
r
Malkieri Court
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door east: door
Door south: irondoor
East: A rat scurries around trying to get out of sight.
South: A merchant guard eyes you warily, intent on keeping order.
West: A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
(tic_timer): Tic in 7 seconds!
Isela narrates 'manhole opened'
* S HP:Healthy MV:Winded >
n
r
Malkieri Court
[ obvious exits: N E S ]
Zone: Village of Lockshear
North: A poor, solemn villager walks by.
South: A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
whe
Players in your Zone
--------------------
Isela - Arafel Way
Daga - Malkieri Court
* S HP:Healthy MV:Winded >
'
n
[notice ]
You stop paying increased attention to your surroundings.
Isela narrates 'you do that?'
* S HP:Healthy MV:Winded >
Malkieri Court
[ obvious exits: N S W ]
Zone: Village of Lockshear
North: A poor, solemn villager walks by.
West: A poor, solemn villager walks by.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
nar shake
You narrate 'shake'
* S HP:Healthy MV:Winded >
n
n
On a Cross Street
[ obvious exits: N S ]
Zone: Village of Lockshear
North: South: A poor, solemn villager walks by.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
Shienar Avenue
[ obvious exits: E S W ]
Zone: Village of Lockshear
Lady Isela the Honored Sister is standing here, riding a warhorse.
* S HP:Healthy MV:Winded >
w
Isela leaves south riding a warhorse. vv
* S HP:Healthy MV:Winded >
Inside the North Gate of Lockshear
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door north: northgate
Door south: corralgate
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
w
Shienar Avenue
[ obvious exits: E W ]
Zone: Village of Lockshear
A poor, solemn villager walks by.
*Mephistopheles* has arrived from the west, riding a shadow stallion.
* S HP:Healthy MV:Winded >
*Scald* tries to slash you, but you parry successfully.
* S HP:Healthy MV:Winded - Scald: Wounded >
r
*Mephistopheles* leaves east riding a shadow stallion. >>
* S HP:Healthy MV:Winded - Scald: Wounded >
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Wounded >
[hide ]
No way! You're fighting for your life!
*Mephistopheles* has arrived from the east, riding a shadow stallion.
f
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash you, but you deflect the blow.
* S HP:Healthy MV:Winded - Scald: Wounded >
PANIC! You couldn't escape!
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash you, but you parry successfully.
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Wounded >
nar on
cw
change mood wimpy
You narrate 'on'
* S HP:Healthy MV:Winded - Scald: Wounded >
f
Mood changed to: Wimpy
* S HP:Healthy MV:Winded - Scald: Wounded >
w
You panic and attempt to flee!
r
,
You flee head over heels.
Inside the North Gate of Lockshear
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door north: northgate
Door south: corralgate
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
Shienar Avenue
[ obvious exits: E W ]
Zone: Village of Lockshear
*Mephistopheles* is standing here, riding a shadow stallion.
*Scald* is standing here.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
[backstab h.dark]
You silently approach your victim...
You dodge a bash from *Scald* who loses his balance and falls!
-
You dodge a bash from *Mephistopheles* who loses his balance and falls!
=
+
*
*
+
=
-
Isela has arrived from the west, riding a warhorse.
-
=
*Scald* tries to slash you, but you deflect the blow.
A villager leaves east. >>
+
Isela leaves east riding a warhorse. >>
*
*Mephistopheles* makes a strange sound as you place a sharp, red stone dagger in his back!
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela has arrived from the east, riding a warhorse.
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela tries to strike *Mephistopheles*, but he parries successfully.
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* assumes an offensive striking posture.
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash Isela, but she deflects the blow.
*Scald* tries to slash you, but you parry successfully.
j
* S HP:Healthy MV:Winded - Scald: Wounded >
You tickle *Scald*'s head with your pierce.
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* panics, and attempts to flee!
nar lol
* S HP:Healthy MV:Winded - Scald: Wounded >
You narrate 'lol'
* S HP:Healthy MV:Winded - Scald: Wounded >
j
*Mephistopheles* assumes a defensive striking posture.
j
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash Isela, but she parries successfully.
You pierce *Scald*'s right leg.
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
j
[k dark]
You do the best you can!
Isela unleashes a fireball at *Mephistopheles*, whose charred corpse drops to the ground.
*Mephistopheles* is dead! R.I.P.
Your blood freezes as you hear *Mephistopheles*'s death cry.
* S HP:Healthy MV:Winded - Scald: Wounded >
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
j
Isela panics, and attempts to flee!
Isela leaves east riding a warhorse. >>
* S HP:Healthy MV:Winded - Scald: Wounded >
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
gc
get all corpse
You get a pair of gleaming metal boots from the corpse of Mephistopheles.
You get a pair of thick, gold-plated greaves from the corpse of Mephistopheles.
You get a skin of human flesh from the corpse of Mephistopheles.
You get a shiny copper dagger from the corpse of Mephistopheles.
You get a bronze belt of odd design from the corpse of Mephistopheles.
You get a razor-sharp longsword from the corpse of Mephistopheles.
You get a polished onyx-inlaid shield from the corpse of Mephistopheles.
You get a jeweled wristcuff from the corpse of Mephistopheles.
You get a jeweled wristcuff from the corpse of Mephistopheles.
You get a sturdy pair of full leather gauntlets from the corpse of Mephistopheles.
You get a pair of polished, gold-plated vambraces from the corpse of Mephistopheles.
You get a backpack from the corpse of Mephistopheles.
You get a black, silver-embroidered cape from the corpse of Mephistopheles.
You get an engraved gold-plated breastplate from the corpse of Mephistopheles.
You get a shimmering chain of gold from the corpse of Mephistopheles.
You get a shimmering chain of gold from the corpse of Mephistopheles.
You get a gold-chased morion with an engraved silver comb from the corpse of Mephistopheles.
You get a jade signet ring from the corpse of Mephistopheles.
You get a jade signet ring from the corpse of Mephistopheles.
You get an oilstone from the corpse of Mephistopheles.
Isela has arrived from the east, riding a warhorse.
You dodge a bash from *Scald* who loses his balance and falls!
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela tickles *Scald*'s left leg with her strike.
* S HP:Healthy MV:Winded - Scald: Wounded >
You tickle *Scald*'s left foot with your pierce.
nar wow
* S HP:Healthy MV:Winded - Scald: Wounded >
You narrate 'wow'
* S HP:Healthy MV:Winded - Scald: Wounded >
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Battered >
You barely pierce *Scald*'s right leg.
*Scald* tries to slash you, but you deflect the blow.
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela throws a fireball at *Scald*, who screams in pain.
nar what a team
* S HP:Healthy MV:Winded - Scald: Battered >
l
You narrate 'what a team'
Isela narrates 'nope'
* S HP:Healthy MV:Winded >
e
r
Junction of Malkieri Court and Tarwin Lane
[ obvious exits: E S W ]
Zone: Village of Lockshear
East: A Lockshear militiaman glares at his surroundings.
South: A raven is here flying around.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
Isela narrates 'still looking'
da
* S HP:Healthy MV:Winded >
[diag h.dark]
No-one by that name here.
* S HP:Healthy MV:Winded >
nar nod
You narrate 'nod'
* S HP:Healthy MV:Winded >
e
r
Malkieri Court
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door east: door
Door south: irondoor
East: A rat scurries around trying to get out of sight.
South: A merchant guard eyes you warily, intent on keeping order.
West: A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
(tic_timer): Tic in 7 seconds!
Isela narrates 'manhole opened'
* S HP:Healthy MV:Winded >
n
r
Malkieri Court
[ obvious exits: N E S ]
Zone: Village of Lockshear
North: A poor, solemn villager walks by.
South: A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
whe
Players in your Zone
--------------------
Isela - Arafel Way
Daga - Malkieri Court
* S HP:Healthy MV:Winded >
'
n
[notice ]
You stop paying increased attention to your surroundings.
Isela narrates 'you do that?'
* S HP:Healthy MV:Winded >
Malkieri Court
[ obvious exits: N S W ]
Zone: Village of Lockshear
North: A poor, solemn villager walks by.
West: A poor, solemn villager walks by.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
nar shake
You narrate 'shake'
* S HP:Healthy MV:Winded >
n
n
On a Cross Street
[ obvious exits: N S ]
Zone: Village of Lockshear
North: South: A poor, solemn villager walks by.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
Shienar Avenue
[ obvious exits: E S W ]
Zone: Village of Lockshear
Lady Isela the Honored Sister is standing here, riding a warhorse.
* S HP:Healthy MV:Winded >
w
Isela leaves south riding a warhorse. vv
* S HP:Healthy MV:Winded >
Inside the North Gate of Lockshear
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door north: northgate
Door south: corralgate
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
* S HP:Healthy MV:Winded >
w
Shienar Avenue
[ obvious exits: E W ]
Zone: Village of Lockshear
A poor, solemn villager walks by.
*Mephistopheles* has arrived from the west, riding a shadow stallion.
* S HP:Healthy MV:Winded >
*Scald* tries to slash you, but you parry successfully.
* S HP:Healthy MV:Winded - Scald: Wounded >
r
*Mephistopheles* leaves east riding a shadow stallion. >>
* S HP:Healthy MV:Winded - Scald: Wounded >
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Wounded >
[hide ]
No way! You're fighting for your life!
*Mephistopheles* has arrived from the east, riding a shadow stallion.
f
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash you, but you deflect the blow.
* S HP:Healthy MV:Winded - Scald: Wounded >
PANIC! You couldn't escape!
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash you, but you parry successfully.
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Wounded >
nar on
cw
change mood wimpy
You narrate 'on'
* S HP:Healthy MV:Winded - Scald: Wounded >
f
Mood changed to: Wimpy
* S HP:Healthy MV:Winded - Scald: Wounded >
w
You panic and attempt to flee!
r
,
You flee head over heels.
Inside the North Gate of Lockshear
[ obvious exits: N E S W ]
Zone: Village of Lockshear
Door north: northgate
Door south: corralgate
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
Shienar Avenue
[ obvious exits: E W ]
Zone: Village of Lockshear
*Mephistopheles* is standing here, riding a shadow stallion.
*Scald* is standing here.
A poor, solemn villager walks by.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
[backstab h.dark]
You silently approach your victim...
You dodge a bash from *Scald* who loses his balance and falls!
-
You dodge a bash from *Mephistopheles* who loses his balance and falls!
=
+
*
*
+
=
-
Isela has arrived from the west, riding a warhorse.
-
=
*Scald* tries to slash you, but you deflect the blow.
A villager leaves east. >>
+
Isela leaves east riding a warhorse. >>
*
*Mephistopheles* makes a strange sound as you place a sharp, red stone dagger in his back!
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela has arrived from the east, riding a warhorse.
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela tries to strike *Mephistopheles*, but he parries successfully.
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* assumes an offensive striking posture.
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash Isela, but she deflects the blow.
*Scald* tries to slash you, but you parry successfully.
j
* S HP:Healthy MV:Winded - Scald: Wounded >
You tickle *Scald*'s head with your pierce.
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* panics, and attempts to flee!
nar lol
* S HP:Healthy MV:Winded - Scald: Wounded >
You narrate 'lol'
* S HP:Healthy MV:Winded - Scald: Wounded >
j
*Mephistopheles* assumes a defensive striking posture.
j
* S HP:Healthy MV:Winded - Scald: Wounded >
*Mephistopheles* tries to slash Isela, but she parries successfully.
You pierce *Scald*'s right leg.
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
j
[k dark]
You do the best you can!
Isela unleashes a fireball at *Mephistopheles*, whose charred corpse drops to the ground.
*Mephistopheles* is dead! R.I.P.
Your blood freezes as you hear *Mephistopheles*'s death cry.
* S HP:Healthy MV:Winded - Scald: Wounded >
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
j
Isela panics, and attempts to flee!
Isela leaves east riding a warhorse. >>
* S HP:Healthy MV:Winded - Scald: Wounded >
[k dark]
You do the best you can!
* S HP:Healthy MV:Winded - Scald: Wounded >
gc
get all corpse
You get a pair of gleaming metal boots from the corpse of Mephistopheles.
You get a pair of thick, gold-plated greaves from the corpse of Mephistopheles.
You get a skin of human flesh from the corpse of Mephistopheles.
You get a shiny copper dagger from the corpse of Mephistopheles.
You get a bronze belt of odd design from the corpse of Mephistopheles.
You get a razor-sharp longsword from the corpse of Mephistopheles.
You get a polished onyx-inlaid shield from the corpse of Mephistopheles.
You get a jeweled wristcuff from the corpse of Mephistopheles.
You get a jeweled wristcuff from the corpse of Mephistopheles.
You get a sturdy pair of full leather gauntlets from the corpse of Mephistopheles.
You get a pair of polished, gold-plated vambraces from the corpse of Mephistopheles.
You get a backpack from the corpse of Mephistopheles.
You get a black, silver-embroidered cape from the corpse of Mephistopheles.
You get an engraved gold-plated breastplate from the corpse of Mephistopheles.
You get a shimmering chain of gold from the corpse of Mephistopheles.
You get a shimmering chain of gold from the corpse of Mephistopheles.
You get a gold-chased morion with an engraved silver comb from the corpse of Mephistopheles.
You get a jade signet ring from the corpse of Mephistopheles.
You get a jade signet ring from the corpse of Mephistopheles.
You get an oilstone from the corpse of Mephistopheles.
Isela has arrived from the east, riding a warhorse.
You dodge a bash from *Scald* who loses his balance and falls!
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela tickles *Scald*'s left leg with her strike.
* S HP:Healthy MV:Winded - Scald: Wounded >
You tickle *Scald*'s left foot with your pierce.
nar wow
* S HP:Healthy MV:Winded - Scald: Wounded >
You narrate 'wow'
* S HP:Healthy MV:Winded - Scald: Wounded >
You pierce *Scald*'s body.
* S HP:Healthy MV:Winded - Scald: Battered >
You barely pierce *Scald*'s right leg.
*Scald* tries to slash you, but you deflect the blow.
* S HP:Healthy MV:Winded - Scald: Wounded >
Isela throws a fireball at *Scald*, who screams in pain.
nar what a team
* S HP:Healthy MV:Winded - Scald: Battered >
l
You narrate 'what a team'
Re: Stab Thread
* R HP:Healthy MV:Full >
e
x
call
Outside the Dog Gate
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
Door east: DogGate
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
* R HP:Healthy MV:Full >
e
You don't see a closed gate.
* R HP:Healthy MV:Full >
Inside the Dog Gate
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
South: A city lamplighter stands nearby, attending his duties.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A gray palfrey prances skittishly nearby.
A Shienaran gatekeeper stands here, watching over the gate.
An elite Shienaran guard attends his duties.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
dm
dism
* R HP:Healthy MV:Full >
/
sneak
You stop riding him.
* HP:Healthy MV:Full >
Ok, you'll try to move silently for a while.
* S HP:Healthy MV:Full >
s
s
A city lamplighter has arrived from the south.
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: A city lamplighter stands nearby, attending his duties.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
s
* S HP:Healthy MV:Full >
Bend in the Road
[ obvious exits: N E ]
Zone: Fal Dara
North: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Healthy MV:Full >
s
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
e
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
s
An Empty Square
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
East: A Shienaran guard patrols here, watching you carefully.
South: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
r
* S HP:Healthy MV:Full >
The Lord's Stable
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
p
backstab h.dark
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
Backstab who?
* S HP:Healthy MV:Full >
nar any stabber?
cw
change mood wimpy
You narrate 'any stabber?'
* S HP:Healthy MV:Full >
'
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
r
[notice ]
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
whe
cw
change mood wimpy
Players in your Zone
--------------------
Ryzom - Road Inside the City Walls
Daga - The Lord's Stable
Dixon - A Quiet Library
r
* S HP:Healthy MV:Full >
Ryzom narrates 'no'
* S HP:Healthy MV:Full >
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
nar im in here gonna stab them
cw
change mood wimpy
You narrate 'im in here gonna stab them'
* S HP:Healthy MV:Full >
l
Mood changed to: Wimpy
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Full >
r
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
Ryzom narrates 'ok'
* S HP:Healthy MV:Strong >
nar who is lowetst
You narrate 'who is lowetst'
l
* S HP:Healthy MV:Strong >
r
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
t7 errtu
Target 7 set to: errtu
Ryzom narrates 'idk'
* S HP:Healthy MV:Fresh >
Ryzom narrates 'porka'
* S HP:Healthy MV:Fresh >
t7
Current target set to: errtu
Ryzom narrates 'errtu'
* S HP:Healthy MV:Fresh >
t8 porka
Target 8 set to: porka
t8
Current target set to: porka
whe
Players in your Zone
--------------------
Ryzom - Merchants Row
Daga - The Lord's Stable
Dixon - A Quiet Library
* S HP:Healthy MV:Fresh >
t7
Current target set to: errtu
Ryzom narrates 'all 3 are 1n x'
* S HP:Healthy MV:Fresh >
cw
change mood wimpy
Mood changed to: Wimpy
* S HP:Healthy MV:Fresh >
whe
Players in your Zone
--------------------
Ryzom - Merchants Row
Daga - The Lord's Stable
Dixon - A Quiet Library
* S HP:Healthy MV:Fresh >
r
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
p
backstab h.errtu
Ryzom narrates 'am 1w x'
* S HP:Healthy MV:Full >
Backstab who?
cw
change mood wimpy
* S HP:Healthy MV:Full >
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
'
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
n
e
e
An Empty Square
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
East: A young Tower Guard is on duty here.
South: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Healthy MV:Full >
Merchants Row
[ obvious exits: N E S W ]
Zone: Fal Dara
North: A gleeman is here, playing a lute.
East: The Fal Dara town crier stands here, spreading the news.
South: A grizzled Shienaran veteran looks on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A young Tower Guard is on duty here.
Lord Ryzom Barone is standing here, riding a gray palfrey.
A Shienaran guard patrols here, watching you carefully.
A gleeman is here, wearing a cloak of different colored patches.
rp
* S HP:Healthy MV:Full >
The Crossing
[ obvious exits: N E S W ]
Zone: Fal Dara
North: West: A young Tower Guard is on duty here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
The Fal Dara town crier stands here, spreading the news.
* S HP:Healthy MV:Full >
Arglebargle, glop-glyf!?!
* S HP:Healthy MV:Full >
n
r
p
backstab h.errtu
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A Shienaran guard patrols here, watching you carefully.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Mephistopheles* is standing here, riding a shadow stallion.
*Porka* is standing here.
*Errtu* is resting here.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
You silently approach your victim...
*Porka* giggles.
-
*Porka* is now a member of *Errtu*'s group.
=
+
*
*+
=
*Mephistopheles* leaves south riding a shadow stallion. vv
-
-
=
+
*
You try to quietly draw a silver-winged basilard from a bright red robe.
*Errtu* makes a strange sound as you place a silver-winged basilard in his back!
*Errtu* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Errtu*'s death cry.
*Porka* tries to crush you, but you parry successfully.
* S HP:Healthy MV:Full - Porka: Wounded >
gc
get all corpse
*Porka* tries to crush you, but you parry successfully.
* S HP:Healthy MV:Full - Porka: Wounded >
nar rip
*Porka* gets a skin of human flesh from the corpse of Errtu.
*Porka* gets a pair of thick metal boots from the corpse of Errtu.
*Porka* gets a pair of ebony-steel plate greaves from the corpse of Errtu.
*Porka* gets a pair of gold-hilted hooked swords from the corpse of Errtu.
*Porka* gets a silver Kandori wristcuff from the corpse of Errtu.
*Porka* gets a gator skin bracer from the corpse of Errtu.
*Porka* gets a pair of heavy metal gauntlets from the corpse of Errtu.
*Porka* gets a pair of ebony-steel plate vambraces from the corpse of Errtu.
*Porka* gets a backpack from the corpse of Errtu.
*Porka* gets a shining steel breastplate from the corpse of Errtu.
*Porka* gets a thin, black chain from the corpse of Errtu.
*Porka* gets an ivory necklace from the corpse of Errtu.
*Porka* gets a full metal helmet and visor from the corpse of Errtu.
* S HP:Healthy MV:Full - Porka: Wounded >
The corpse of Errtu seems to be empty.
* S HP:Healthy MV:Full - Porka: Wounded >
You narrate 'rip'
* S HP:Healthy MV:Full - Porka: Wounded >
cw
change mood wimpy
f
Mood changed to: Wimpy
s
* S HP:Healthy MV:Full - Porka: Wounded >
r
You panic and attempt to flee!
Ryzom narrates 'i am on'
,
You pierce *Porka*'s left leg.
*Porka* tries to crush you, but you parry successfully.
You flee head over heels.
On the Drawbridge
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: *Porka* is standing here.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of Errtu is lying here.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Porka* is standing here.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
[backstab h.dark]
You silently approach your victim...
Ryzom narrates 'bsahed'
-
=
+
*
*+
=-
Ryzom narrates 'hit 1w x'
-
=
*Porka* tries to crush you, but you deflect the blow.
+
*
You can't backstab a fighting person, too alert!
* S HP:Healthy MV:Strong - Porka: Wounded >
f
s
r
You panic and attempt to flee!
,
*Porka* tries to crush you, but you deflect the blow.
You flee head over heels.
On the Drawbridge
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: *Porka* is standing here.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of Errtu is lying here.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Porka* is standing here.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
[backstab h.dark]
You silently approach your victim...
-
=
+
*
*
+
=
-
*Mephistopheles* has arrived from the south, riding a shadow stallion.
-
=
+
*
Ooops. Your clumsy execution broadcasts your intentions.
*Mephistopheles* pierces your left leg very hard.
* S HP:Scratched MV:Strong - Porka: Wounded >
*Mephistopheles* assumes an offensive striking posture.
* S HP:Scratched MV:Strong - Porka: Wounded >
*Mephistopheles* tries to pierce you, but you deflect the blow.
*Porka* tries to crush you, but you parry successfully.
*Mephistopheles* tries to pierce you, but you parry successfully.
* S HP:Scratched MV:Strong - Porka: Wounded >
nar brick
*Mephistopheles* tries to pierce you, but you parry successfully.
*Porka* tries to crush you, but you deflect the blow.
* S HP:Scratched MV:Strong - Porka: Wounded >
f
You narrate 'brick'
e
x
call
Outside the Dog Gate
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
Door east: DogGate
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
* R HP:Healthy MV:Full >
e
You don't see a closed gate.
* R HP:Healthy MV:Full >
Inside the Dog Gate
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
South: A city lamplighter stands nearby, attending his duties.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A gray palfrey prances skittishly nearby.
A Shienaran gatekeeper stands here, watching over the gate.
An elite Shienaran guard attends his duties.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
dm
dism
* R HP:Healthy MV:Full >
/
sneak
You stop riding him.
* HP:Healthy MV:Full >
Ok, you'll try to move silently for a while.
* S HP:Healthy MV:Full >
s
s
A city lamplighter has arrived from the south.
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: A city lamplighter stands nearby, attending his duties.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
s
* S HP:Healthy MV:Full >
Bend in the Road
[ obvious exits: N E ]
Zone: Fal Dara
North: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Healthy MV:Full >
s
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
e
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
s
An Empty Square
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
East: A Shienaran guard patrols here, watching you carefully.
South: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
r
* S HP:Healthy MV:Full >
The Lord's Stable
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
p
backstab h.dark
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
Backstab who?
* S HP:Healthy MV:Full >
nar any stabber?
cw
change mood wimpy
You narrate 'any stabber?'
* S HP:Healthy MV:Full >
'
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
r
[notice ]
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
whe
cw
change mood wimpy
Players in your Zone
--------------------
Ryzom - Road Inside the City Walls
Daga - The Lord's Stable
Dixon - A Quiet Library
r
* S HP:Healthy MV:Full >
Ryzom narrates 'no'
* S HP:Healthy MV:Full >
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
nar im in here gonna stab them
cw
change mood wimpy
You narrate 'im in here gonna stab them'
* S HP:Healthy MV:Full >
l
Mood changed to: Wimpy
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Full >
r
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
Ryzom narrates 'ok'
* S HP:Healthy MV:Strong >
nar who is lowetst
You narrate 'who is lowetst'
l
* S HP:Healthy MV:Strong >
r
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man is here.
A man walks among the horses here feeding them and rubbing them down.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
t7 errtu
Target 7 set to: errtu
Ryzom narrates 'idk'
* S HP:Healthy MV:Fresh >
Ryzom narrates 'porka'
* S HP:Healthy MV:Fresh >
t7
Current target set to: errtu
Ryzom narrates 'errtu'
* S HP:Healthy MV:Fresh >
t8 porka
Target 8 set to: porka
t8
Current target set to: porka
whe
Players in your Zone
--------------------
Ryzom - Merchants Row
Daga - The Lord's Stable
Dixon - A Quiet Library
* S HP:Healthy MV:Fresh >
t7
Current target set to: errtu
Ryzom narrates 'all 3 are 1n x'
* S HP:Healthy MV:Fresh >
cw
change mood wimpy
Mood changed to: Wimpy
* S HP:Healthy MV:Fresh >
whe
Players in your Zone
--------------------
Ryzom - Merchants Row
Daga - The Lord's Stable
Dixon - A Quiet Library
* S HP:Healthy MV:Fresh >
r
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
p
backstab h.errtu
Ryzom narrates 'am 1w x'
* S HP:Healthy MV:Full >
Backstab who?
cw
change mood wimpy
* S HP:Healthy MV:Full >
Mood changed to: Wimpy
* S HP:Healthy MV:Full >
'
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
n
e
e
An Empty Square
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
East: A young Tower Guard is on duty here.
South: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Healthy MV:Full >
Merchants Row
[ obvious exits: N E S W ]
Zone: Fal Dara
North: A gleeman is here, playing a lute.
East: The Fal Dara town crier stands here, spreading the news.
South: A grizzled Shienaran veteran looks on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A young Tower Guard is on duty here.
Lord Ryzom Barone is standing here, riding a gray palfrey.
A Shienaran guard patrols here, watching you carefully.
A gleeman is here, wearing a cloak of different colored patches.
rp
* S HP:Healthy MV:Full >
The Crossing
[ obvious exits: N E S W ]
Zone: Fal Dara
North: West: A young Tower Guard is on duty here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
The Fal Dara town crier stands here, spreading the news.
* S HP:Healthy MV:Full >
Arglebargle, glop-glyf!?!
* S HP:Healthy MV:Full >
n
r
p
backstab h.errtu
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A Shienaran guard patrols here, watching you carefully.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Mephistopheles* is standing here, riding a shadow stallion.
*Porka* is standing here.
*Errtu* is resting here.
* S HP:Healthy MV:Full >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Full >
You silently approach your victim...
*Porka* giggles.
-
*Porka* is now a member of *Errtu*'s group.
=
+
*
*+
=
*Mephistopheles* leaves south riding a shadow stallion. vv
-
-
=
+
*
You try to quietly draw a silver-winged basilard from a bright red robe.
*Errtu* makes a strange sound as you place a silver-winged basilard in his back!
*Errtu* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Errtu*'s death cry.
*Porka* tries to crush you, but you parry successfully.
* S HP:Healthy MV:Full - Porka: Wounded >
gc
get all corpse
*Porka* tries to crush you, but you parry successfully.
* S HP:Healthy MV:Full - Porka: Wounded >
nar rip
*Porka* gets a skin of human flesh from the corpse of Errtu.
*Porka* gets a pair of thick metal boots from the corpse of Errtu.
*Porka* gets a pair of ebony-steel plate greaves from the corpse of Errtu.
*Porka* gets a pair of gold-hilted hooked swords from the corpse of Errtu.
*Porka* gets a silver Kandori wristcuff from the corpse of Errtu.
*Porka* gets a gator skin bracer from the corpse of Errtu.
*Porka* gets a pair of heavy metal gauntlets from the corpse of Errtu.
*Porka* gets a pair of ebony-steel plate vambraces from the corpse of Errtu.
*Porka* gets a backpack from the corpse of Errtu.
*Porka* gets a shining steel breastplate from the corpse of Errtu.
*Porka* gets a thin, black chain from the corpse of Errtu.
*Porka* gets an ivory necklace from the corpse of Errtu.
*Porka* gets a full metal helmet and visor from the corpse of Errtu.
* S HP:Healthy MV:Full - Porka: Wounded >
The corpse of Errtu seems to be empty.
* S HP:Healthy MV:Full - Porka: Wounded >
You narrate 'rip'
* S HP:Healthy MV:Full - Porka: Wounded >
cw
change mood wimpy
f
Mood changed to: Wimpy
s
* S HP:Healthy MV:Full - Porka: Wounded >
r
You panic and attempt to flee!
Ryzom narrates 'i am on'
,
You pierce *Porka*'s left leg.
*Porka* tries to crush you, but you parry successfully.
You flee head over heels.
On the Drawbridge
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: *Porka* is standing here.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of Errtu is lying here.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Porka* is standing here.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
[backstab h.dark]
You silently approach your victim...
Ryzom narrates 'bsahed'
-
=
+
*
*+
=-
Ryzom narrates 'hit 1w x'
-
=
*Porka* tries to crush you, but you deflect the blow.
+
*
You can't backstab a fighting person, too alert!
* S HP:Healthy MV:Strong - Porka: Wounded >
f
s
r
You panic and attempt to flee!
,
*Porka* tries to crush you, but you deflect the blow.
You flee head over heels.
On the Drawbridge
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: *Porka* is standing here.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
North: A grizzled Shienaran veteran looks on.
South: The Fal Dara town crier stands here, spreading the news.
The corpse of Errtu is lying here.
The corpse of a young Tower Guard is lying here.
A hanging lantern lights the path.
*Porka* is standing here.
* S HP:Healthy MV:Strong >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Strong >
[backstab h.dark]
You silently approach your victim...
-
=
+
*
*
+
=
-
*Mephistopheles* has arrived from the south, riding a shadow stallion.
-
=
+
*
Ooops. Your clumsy execution broadcasts your intentions.
*Mephistopheles* pierces your left leg very hard.
* S HP:Scratched MV:Strong - Porka: Wounded >
*Mephistopheles* assumes an offensive striking posture.
* S HP:Scratched MV:Strong - Porka: Wounded >
*Mephistopheles* tries to pierce you, but you deflect the blow.
*Porka* tries to crush you, but you parry successfully.
*Mephistopheles* tries to pierce you, but you parry successfully.
* S HP:Scratched MV:Strong - Porka: Wounded >
nar brick
*Mephistopheles* tries to pierce you, but you parry successfully.
*Porka* tries to crush you, but you deflect the blow.
* S HP:Scratched MV:Strong - Porka: Wounded >
f
You narrate 'brick'
Re: Stab Thread
welcome to the show, ked
* S HP:Healthy MV:Tiring > s
h
backstab light
A fade slashes Vianca's body hard.
*Vianca* panics, and attempts to flee!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A fade hisses 'This is the will of the Great Lord.'
A fade swirls about with a black sword, slicing across Vianca's body.
The Blight
[ obvious exits: N S ]
North: Chomsky the Dark Master is standing here.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a Dha'vol trolloc is lying here.
Sarras the Dreadlord is here, fighting Maynard, riding a shadow stallion.
*Kokoro* is standing here, riding a warhorse.
*Maynard* is here, fighting Sarras, riding a bloodstock stallion.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > The air rings with the battlecry of a warrior trolloc!
You silently approach your victim...
Sarras panics, and attempts to flee!
-=+*
*Vianca* has arrived from the north, riding a gray palfrey.
*Kokoro* tries to pound Sarras, but he parries successfully.
*+
*Vianca* leaves south riding a gray palfrey.
=
Sarras leaves north riding a shadow stallion.
- -=
Chomsky has arrived from the north.
+
*Maynard* leaves north riding a bloodstock stallion.
*
*Kokoro* makes a strange sound as you place a silver-winged basilard in his back!
* S HP:Healthy MV:Tiring - Kokoro: Battered >
Chomsky assumes an offensive striking posture.
---
* S HP:Hurt MV:Tiring > s
h
b kokoro
The Yard Before the Monastery
[ obvious exits: N E S W ]
North: A burnished metal breastplate lies here.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of thin but sturdy metal boots stands here.
Chomsky the Dark Master is here, fighting Vianca.
*Maynard* is standing here, riding a bloodstock stallion.
*Vianca* is here, fighting Chomsky, riding a gray palfrey.
A baby lizard scampers about.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
*Kokoro* has arrived from the south, riding a warhorse.
* S HP:Hurt MV:Tiring > [hide ]
You attempt to hide yourself.
*Kokoro* pounds Chomsky's body.
Chomsky panics, and attempts to flee!
* S HP:Hurt MV:Tiring > [backstab ]
Backstab them?!? They are in the throes of battle!
* S HP:Hurt MV:Tiring >
Chomsky leaves east.
* S HP:Hurt MV:Tiring > backstab h.light
You silently approach your victim...
-=+*
Kultunk narrates 'we 1n'
*+=-
*Vianca* leaves east riding a gray palfrey.
-=+
Ragan says 'NMu IVY]bBqnM? YxY dx^v KKq rFS[La B?hI nrXLM@ '
Ragan tries to slice you, but you parry successfully.
Ragan tries to slice you, but you deflect the blow.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
The night has begun.
Chomsky narrates 'ok'
*
*Kokoro* makes a strange sound as you place a silver-winged basilard in his back!
*Kokoro* 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 *Kokoro*'s death cry.
* S HP:Hurt MV:Tiring - Ragan: Healthy >
*Maynard* tries to slash you, but you parry successfully.
* S HP:Hurt MV:Tiring - Ragan: Healthy > gc
Chomsky narrates 'on 1e'
* S HP:Hurt MV:Tiring - Ragan: Healthy > narr rip kokoro
Shinsei narrates 'oh dung, I have a weapon'
*Maynard* gets a pair of gleaming metal boots from the corpse of Kokoro.
*Maynard* gets a pair of thick, gold-plated greaves from the corpse of Kokoro.
*Maynard* gets a shiny copper dagger from the corpse of Kokoro.
*Maynard* gets a bronze belt of odd design from the corpse of Kokoro.
*Maynard* gets a steel warhammer from the corpse of Kokoro.
*Maynard* gets a silver etched shield from the corpse of Kokoro.
*Maynard* gets a sungwood bracelet from the corpse of Kokoro.
*Maynard* gets a sungwood bracelet from the corpse of Kokoro.
*Maynard* gets a sturdy pair of full leather gauntlets from the corpse of Kokoro.
*Maynard* gets a pair of polished, gold-plated vambraces from the corpse of Kokoro.
*Maynard* gets a backpack from the corpse of Kokoro.
*Maynard* gets a black, silver-embroidered cape from the corpse of Kokoro.
*Maynard* gets an ornate chainmail shirt chased with gold from the corpse of Kokoro.
*Maynard* gets a shimmering chain of gold from the corpse of Kokoro.
*Maynard* gets a shimmering chain of gold from the corpse of Kokoro.
*Maynard* gets a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
*Maynard* gets a jade signet ring from the corpse of Kokoro.
*Maynard* gets a jade signet ring from the corpse of Kokoro.
*Maynard* gets a lantern from the corpse of Kokoro.
* S HP:Healthy MV:Tiring > s
h
backstab light
A fade slashes Vianca's body hard.
*Vianca* panics, and attempts to flee!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A ramshorned trolloc joins a fade's fight!
A fade hisses 'This is the will of the Great Lord.'
A fade swirls about with a black sword, slicing across Vianca's body.
The Blight
[ obvious exits: N S ]
North: Chomsky the Dark Master is standing here.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a Dha'vol trolloc is lying here.
Sarras the Dreadlord is here, fighting Maynard, riding a shadow stallion.
*Kokoro* is standing here, riding a warhorse.
*Maynard* is here, fighting Sarras, riding a bloodstock stallion.
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Tiring > The air rings with the battlecry of a warrior trolloc!
You silently approach your victim...
Sarras panics, and attempts to flee!
-=+*
*Vianca* has arrived from the north, riding a gray palfrey.
*Kokoro* tries to pound Sarras, but he parries successfully.
*+
*Vianca* leaves south riding a gray palfrey.
=
Sarras leaves north riding a shadow stallion.
- -=
Chomsky has arrived from the north.
+
*Maynard* leaves north riding a bloodstock stallion.
*
*Kokoro* makes a strange sound as you place a silver-winged basilard in his back!
* S HP:Healthy MV:Tiring - Kokoro: Battered >
Chomsky assumes an offensive striking posture.
---
* S HP:Hurt MV:Tiring > s
h
b kokoro
The Yard Before the Monastery
[ obvious exits: N E S W ]
North: A burnished metal breastplate lies here.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of thin but sturdy metal boots stands here.
Chomsky the Dark Master is here, fighting Vianca.
*Maynard* is standing here, riding a bloodstock stallion.
*Vianca* is here, fighting Chomsky, riding a gray palfrey.
A baby lizard scampers about.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
*Kokoro* has arrived from the south, riding a warhorse.
* S HP:Hurt MV:Tiring > [hide ]
You attempt to hide yourself.
*Kokoro* pounds Chomsky's body.
Chomsky panics, and attempts to flee!
* S HP:Hurt MV:Tiring > [backstab ]
Backstab them?!? They are in the throes of battle!
* S HP:Hurt MV:Tiring >
Chomsky leaves east.
* S HP:Hurt MV:Tiring > backstab h.light
You silently approach your victim...
-=+*
Kultunk narrates 'we 1n'
*+=-
*Vianca* leaves east riding a gray palfrey.
-=+
Ragan says 'NMu IVY]bBqnM? YxY dx^v KKq rFS[La B?hI nrXLM@ '
Ragan tries to slice you, but you parry successfully.
Ragan tries to slice you, but you deflect the blow.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
The night has begun.
Chomsky narrates 'ok'
*
*Kokoro* makes a strange sound as you place a silver-winged basilard in his back!
*Kokoro* 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 *Kokoro*'s death cry.
* S HP:Hurt MV:Tiring - Ragan: Healthy >
*Maynard* tries to slash you, but you parry successfully.
* S HP:Hurt MV:Tiring - Ragan: Healthy > gc
Chomsky narrates 'on 1e'
* S HP:Hurt MV:Tiring - Ragan: Healthy > narr rip kokoro
Shinsei narrates 'oh dung, I have a weapon'
*Maynard* gets a pair of gleaming metal boots from the corpse of Kokoro.
*Maynard* gets a pair of thick, gold-plated greaves from the corpse of Kokoro.
*Maynard* gets a shiny copper dagger from the corpse of Kokoro.
*Maynard* gets a bronze belt of odd design from the corpse of Kokoro.
*Maynard* gets a steel warhammer from the corpse of Kokoro.
*Maynard* gets a silver etched shield from the corpse of Kokoro.
*Maynard* gets a sungwood bracelet from the corpse of Kokoro.
*Maynard* gets a sungwood bracelet from the corpse of Kokoro.
*Maynard* gets a sturdy pair of full leather gauntlets from the corpse of Kokoro.
*Maynard* gets a pair of polished, gold-plated vambraces from the corpse of Kokoro.
*Maynard* gets a backpack from the corpse of Kokoro.
*Maynard* gets a black, silver-embroidered cape from the corpse of Kokoro.
*Maynard* gets an ornate chainmail shirt chased with gold from the corpse of Kokoro.
*Maynard* gets a shimmering chain of gold from the corpse of Kokoro.
*Maynard* gets a shimmering chain of gold from the corpse of Kokoro.
*Maynard* gets a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
*Maynard* gets a jade signet ring from the corpse of Kokoro.
*Maynard* gets a jade signet ring from the corpse of Kokoro.
*Maynard* gets a lantern from the corpse of Kokoro.
Re: Stab Thread
S HP:Healthy MV:Winded >
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
The corpse of a darkfriend trooper is lying here. [2]
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
*Badd* is here, fighting a darkfriend leader.
A warhorse is here, stamping his feet impatiently.
A darkfriend leader is here, fighting Badd.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
hide
backstab h.light
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right arm into bloody fragments!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader tries to slash Badd, but he parries successfully.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right arm into bloody fragments!
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body extremely hard.
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body extremely hard.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right hand.
A darkfriend leader tries to slash Badd, but he parries successfully.
* S HP:Healthy MV:Winded >
not
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader is dead! R.I.P.
Your blood freezes as you hear a darkfriend leader's death cry.
* S HP:Healthy MV:Winded >
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Winded >
*Badd* starts riding a warhorse.
* S HP:Healthy MV:Winded >
hide
backstab h.light
You attempt to hide yourself.
* S HP:Healthy MV:Tiring >
You silently approach your victim...
*Badd* leans over and cuts the bloody scalp from the corpse of a darkfriend leader.
-=+**
*Badd* drops the death scalp of a darkfriend leader slain in the Blasted Lands.
+=- -=+
*Badd* gets a soft leather pouch from the corpse of a darkfriend leader.
*
Wimpy reset to: 185 hit points.
*Badd* makes a strange sound as you place a silver-winged basilard in his back!
*Badd* panics, and attempts to flee!
*Badd* leaves south riding a warhorse. vv
* S HP:Healthy MV:Tiring >
s
k light
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Tiring >
They aren't here.
* S HP:Healthy MV:Tiring >
s
s
k light
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
Zone: Parched Ground
where
* S HP:Healthy MV:Tiring >
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Tiring >
They aren't here.
* S HP:Healthy MV:Tiring >
Players in your Zone
--------------------
Wynona - The Dusty Road
You catch a faint scent of a horse nearby. 1 human
* S HP:Healthy MV:Tiring >
s
The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]
Zone: Parched Ground
South:
s
* S HP:Healthy MV:Tiring >
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Tiring >
s
w
The Dusty Road
The Dusty road curves to the north towards Tarwin's Gap, and west towards
Fal Dara and the southlands. Trees and shrubs line the road to the east and
south, preventing movement in those directions. The wind blows cold here,
as though its been focused further up north.
[ obvious exits: N W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
w
* S HP:Healthy MV:Tiring >
w
The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
Zone: Parched Ground
West:
* S HP:Healthy MV:Winded >
Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
Zone: Parched Ground
*Badd* is standing here, riding a warhorse.
* S HP:Healthy MV:Winded >
*Badd* leaves west riding a warhorse. <<
* S HP:Healthy MV:Winded >
w
s
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Zone: Parched Ground
West: A rat scurries around trying to get out of sight.
w
* S HP:Healthy MV:Winded >
s
Alas, you cannot go that way...
k light
* S HP:Healthy MV:Winded >
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
A rat scurries around trying to get out of sight.
* S HP:Healthy MV:Winded >
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A rat scurries around trying to get out of sight.
South: A Shienaran sergeant watches for the enemy here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
s
hide
backstab h.light
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
Zone: Parched Ground
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.
* S HP:Healthy MV:Winded >
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab who?
* S HP:Healthy MV:Winded >
A sergeant bellows 'ZFVMo xMG `[ua ek]cp JkfLfa jIn T^`H n@GAFwrL'
s
where
* S HP:Healthy MV:Winded >
Amongst the Rubble
Large stones and small cover the immediate area. Most are worn from the
elements, but one side on each has been smoothed and polished. There is no
pattern to them, other than in its randomness. The ground is pitted in some
places, and many of the stones are somewhat underground.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A Shienaran sergeant watches for the enemy here.
* S HP:Healthy MV:Winded >
Players in your Zone
--------------------
Wynona - Amongst the Rubble
You catch a faint scent of a horse nearby. 1 human
* S HP:Healthy MV:Winded >
s
w
w
A Winding Road
The road continues east and west, around the hill, with a small path
leading north. The path is covered with rocks, their source being the
almost destroyed watchtower further north. Small rocks litter the ground
here, having been kicked about by the many Shienaran patrols that pass
through the area.
[ obvious exits: N E W ]
Zone: Parched Ground
w
* S HP:Healthy MV:Winded >
w
A Winding Road
The road bends here on its southern path past the crumbling tower to the
north. A pine wood forest lies to the west and south, blanketing the road
as it winds its way through the rugged terrain.
[ obvious exits: N E W ]
Zone: Parched Ground
k light
* S HP:Healthy MV:Winded >
A Pine Forest
The forest here is thinning a bit, with the northern and eastern faces of
this section scarred from battles waged nearby. Pine needles cover the
floor, knocked down by travelers. A road can be made out to the north and
east.
[ obvious exits: N E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
A Pine Forest
Pine needles, long since turned brown cover the forest floor. Giant
mushrooms thrive on the decaying matter. Some form large plate-like
growths, others more tubular in nature. The trees grow in such proximity it
becomes very difficult to move through the forest.
[ obvious exits: N E W ]
Zone: Parched Ground
* S HP:Healthy MV:Winded >
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.
A big sign has been put up here.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Winded >
k light
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
They aren't here.
where
* S HP:Healthy MV:Winded >
They aren't here.
k light
* S HP:Healthy MV:Winded >
k light
They aren't here.
k light
* S HP:Healthy MV:Winded >
Players in your Zone
--------------------
Wynona - A Winding Road
k light
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
w
* S HP:Healthy MV:Winded >
w
w
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
Zone: Parched Ground
w
* S HP:Healthy MV:Winded >
w
A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]
Zone: Parched Ground
s
* S HP:Healthy MV:Winded >
A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Weary >
Thick Forest
Thick hedges thicken into a dark and gloomy forest here. Trees, gnarled and
twisted, cover the ground. To the north, through a break in the trees, the
black jagged peaks of the Mountains of Dhoom can be glimpsed. To the south
lies the road to Tarwin's Gap, leading through the forest.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A stealthy cougar gracefully makes its way through the terrain.
where
* S HP:Healthy MV:Weary >
Thorny Hedges
The thorny hedges here prick you wherever you move, and you aren't very
willing to stay here and get pricked more. The bushes to the west have
thickened into impenetrablity, but you can still make you way north into more
thorny hedges, as well as east, into thinner bushes. To your south, you can
spot the old road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
Players in your Zone
--------------------
Wynona - Road to Tarwin's Gap
* S HP:Healthy MV:Weary >
w
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
w
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
West: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Weary >
back tt
Backstab who?
* S HP:Healthy MV:Weary >
tt
[track mount]
-=+**+=
Some obvious fresh tracks of a RIDDEN MOUNT leaving west. <<
Some obvious recent tracks of a RIDDEN MOUNT leaving east. >>
* S HP:Healthy MV:Weary >
not
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Weary >
w
w
s
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
* S HP:Healthy MV:Weary >
tt
[track mount]
-=+**+=
Some obvious fresh tracks of a RIDDEN MOUNT leaving south. vv
Some obvious recent tracks of a RIDDEN MOUNT leaving north. ^^
* S HP:Healthy MV:Weary >
l s
The Malkiergate is open.
* S HP:Healthy MV:Weary >
not
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
kh
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
l
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
kh
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
The sun sets.
(tic_timer): Starting tic timer.
The sky starts to get cloudy.
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
k light
They aren't here.
kh
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
*Badd* has arrived from the south.
kh
* S HP:Healthy MV:Winded >
k light
k light
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
They aren't here.
* S HP:Healthy MV:Winded - Badd: Beaten >
They aren't here.
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
Ok.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
*Badd* snickers softly.
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he parries successfully.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he parries successfully.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
cb
It's already closed!
*Badd* looks at you.
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 111 hit points.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he deflects the blow.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
*Badd* panics, and attempts to flee!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* leaves north. ^^
* S HP:Healthy MV:Winded >
cds
close Malkiergate s
n
It's already closed!
hide
backstab h.light
* S HP:Healthy MV:Winded >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Winded >
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab who?
* S HP:Healthy MV:Winded >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
e
k light
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
w
hide
backstab h.light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
*Badd* is standing here.
* S HP:Healthy MV:Winded >
You look around for somewhere to conceal yourself, but to no avail.
* S HP:Healthy MV:Weary >
You silently approach your victim...
-=+**+=- -=+*
Backstab who?
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
l
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
*Badd* is standing here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
w
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: You sense a hidden life form in the area...
A man of the woods strides by quietly.
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
h
b
[hide ]
You look around for somewhere to conceal yourself, but to no avail.
* S HP:Healthy MV:Weary >
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
w
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: A man of the woods strides by quietly.
h
* S HP:Healthy MV:Weary >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
e
hide
backstab h.light
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A man of the woods strides by quietly.
* S HP:Healthy MV:Weary >
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
Backstab who?
* S HP:Healthy MV:Weary >
e
hide
backstab h.light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
Backstab who?
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
(tic_timer): Tic in 7 seconds!
l
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
s
kh
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
* S HP:Healthy MV:Haggard >
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Haggard - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Haggard - Badd: Beaten >
*Badd* pierces your body very hard.
* S HP:Scratched MV:Haggard - Badd: Beaten >
f
s
hide
backstab h.light
PANIC! You couldn't escape!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You pierce *Badd*'s body hard.
*Badd* panics, and attempts to flee!
The night has begun.
(tic_timer): Tic length updated to: 62.356 seconds.
The waxing crescent moon sinks into the western horizon.
* S HP:Scratched MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You pierce *Badd*'s body.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Winded - Badd: Beaten >
k light
*Badd* leaves north. ^^
k light
* S HP:Scratched MV:Winded >
They aren't here.
* S HP:Scratched MV:Winded >
They aren't here.
* S HP:Scratched MV:Winded >
n
kh
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
You sense a hidden life form in the area...
* S HP:Scratched MV:Weary >
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he parries successfully.
* S HP:Scratched MV:Weary - Badd: Beaten >
You pierce *Badd*'s body.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Weary - Badd: Beaten >
*Badd* leaves south. vv
o S HP:Scratched MV:Weary >
k light
k light
k light
They aren't here.
k light
o S HP:Scratched MV:Weary >
They aren't here.
o S HP:Scratched MV:Weary >
l
They aren't here.
k light
o S HP:Scratched MV:Weary >
They aren't here.
kh
o S HP:Scratched MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
o S HP:Scratched MV:Weary >
They aren't here.
o S HP:Scratched MV:Weary >
[kill h.light]
They aren't here.
o S HP:Scratched MV:Weary >
*Badd* has arrived from the south.
kh
* S HP:Scratched MV:Weary >
kh
[kill h.light]
You try to pierce *Badd*, but he parries successfully.
kh
* S HP:Scratched MV:Weary - Badd: Beaten >
[kill h.light]
You do the best you can!
* S HP:Scratched MV:Weary - Badd: Beaten >
You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he deflects the blow.
[kill h.light]
You do the best you can!
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he parries successfully.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he deflects the blow.
h
* S HP:Scratched MV:Weary - Badd: Beaten >
[hide ]
No way! You're fighting for your life!
*Badd* leaves west. <<
o S HP:Scratched MV:Weary >
h
bh
[hide ]
You attempt to hide yourself.
o S HP:Scratched MV:Weary >
Arglebargle, glop-glyf!?!
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
You silently approach your victim...
-=+*
*Badd* leaves south. vv
*+=- -=+*
Backstab who?
o S HP:Scratched MV:Weary >
s
hide
backstab h.light
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
* S HP:Scratched MV:Haggard >
You attempt to hide yourself.
* S HP:Scratched MV:Haggard >
You silently approach your victim...
-=+**+=- -=+*
*Badd* makes a strange sound as you place a silver-winged basilard in his back!
*Badd* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Badd*'s death cry.
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
The corpse of a darkfriend trooper is lying here. [2]
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
*Badd* is here, fighting a darkfriend leader.
A warhorse is here, stamping his feet impatiently.
A darkfriend leader is here, fighting Badd.
* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
hide
backstab h.light
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab them?!? They are in the throes of battle!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right arm into bloody fragments!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader tries to slash Badd, but he parries successfully.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right arm into bloody fragments!
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body into bloody fragments!
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body extremely hard.
A darkfriend leader tries to slash Badd, but he deflects the blow.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's body extremely hard.
* S HP:Healthy MV:Winded >
*Badd* pierces a darkfriend leader's right hand.
A darkfriend leader tries to slash Badd, but he parries successfully.
* S HP:Healthy MV:Winded >
not
*Badd* pierces a darkfriend leader's body into bloody fragments!
A darkfriend leader is dead! R.I.P.
Your blood freezes as you hear a darkfriend leader's death cry.
* S HP:Healthy MV:Winded >
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Winded >
*Badd* starts riding a warhorse.
* S HP:Healthy MV:Winded >
hide
backstab h.light
You attempt to hide yourself.
* S HP:Healthy MV:Tiring >
You silently approach your victim...
*Badd* leans over and cuts the bloody scalp from the corpse of a darkfriend leader.
-=+**
*Badd* drops the death scalp of a darkfriend leader slain in the Blasted Lands.
+=- -=+
*Badd* gets a soft leather pouch from the corpse of a darkfriend leader.
*
Wimpy reset to: 185 hit points.
*Badd* makes a strange sound as you place a silver-winged basilard in his back!
*Badd* panics, and attempts to flee!
*Badd* leaves south riding a warhorse. vv
* S HP:Healthy MV:Tiring >
s
k light
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Tiring >
They aren't here.
* S HP:Healthy MV:Tiring >
s
s
k light
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
Zone: Parched Ground
where
* S HP:Healthy MV:Tiring >
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Tiring >
They aren't here.
* S HP:Healthy MV:Tiring >
Players in your Zone
--------------------
Wynona - The Dusty Road
You catch a faint scent of a horse nearby. 1 human
* S HP:Healthy MV:Tiring >
s
The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]
Zone: Parched Ground
South:
s
* S HP:Healthy MV:Tiring >
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Tiring >
s
w
The Dusty Road
The Dusty road curves to the north towards Tarwin's Gap, and west towards
Fal Dara and the southlands. Trees and shrubs line the road to the east and
south, preventing movement in those directions. The wind blows cold here,
as though its been focused further up north.
[ obvious exits: N W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
w
* S HP:Healthy MV:Tiring >
w
The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
Zone: Parched Ground
West:
* S HP:Healthy MV:Winded >
Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
Zone: Parched Ground
*Badd* is standing here, riding a warhorse.
* S HP:Healthy MV:Winded >
*Badd* leaves west riding a warhorse. <<
* S HP:Healthy MV:Winded >
w
s
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Zone: Parched Ground
West: A rat scurries around trying to get out of sight.
w
* S HP:Healthy MV:Winded >
s
Alas, you cannot go that way...
k light
* S HP:Healthy MV:Winded >
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
A rat scurries around trying to get out of sight.
* S HP:Healthy MV:Winded >
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A rat scurries around trying to get out of sight.
South: A Shienaran sergeant watches for the enemy here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
s
hide
backstab h.light
In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
Zone: Parched Ground
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.
* S HP:Healthy MV:Winded >
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab who?
* S HP:Healthy MV:Winded >
A sergeant bellows 'ZFVMo xMG `[ua ek]cp JkfLfa jIn T^`H n@GAFwrL'
s
where
* S HP:Healthy MV:Winded >
Amongst the Rubble
Large stones and small cover the immediate area. Most are worn from the
elements, but one side on each has been smoothed and polished. There is no
pattern to them, other than in its randomness. The ground is pitted in some
places, and many of the stones are somewhat underground.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A Shienaran sergeant watches for the enemy here.
* S HP:Healthy MV:Winded >
Players in your Zone
--------------------
Wynona - Amongst the Rubble
You catch a faint scent of a horse nearby. 1 human
* S HP:Healthy MV:Winded >
s
w
w
A Winding Road
The road continues east and west, around the hill, with a small path
leading north. The path is covered with rocks, their source being the
almost destroyed watchtower further north. Small rocks litter the ground
here, having been kicked about by the many Shienaran patrols that pass
through the area.
[ obvious exits: N E W ]
Zone: Parched Ground
w
* S HP:Healthy MV:Winded >
w
A Winding Road
The road bends here on its southern path past the crumbling tower to the
north. A pine wood forest lies to the west and south, blanketing the road
as it winds its way through the rugged terrain.
[ obvious exits: N E W ]
Zone: Parched Ground
k light
* S HP:Healthy MV:Winded >
A Pine Forest
The forest here is thinning a bit, with the northern and eastern faces of
this section scarred from battles waged nearby. Pine needles cover the
floor, knocked down by travelers. A road can be made out to the north and
east.
[ obvious exits: N E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
A Pine Forest
Pine needles, long since turned brown cover the forest floor. Giant
mushrooms thrive on the decaying matter. Some form large plate-like
growths, others more tubular in nature. The trees grow in such proximity it
becomes very difficult to move through the forest.
[ obvious exits: N E W ]
Zone: Parched Ground
* S HP:Healthy MV:Winded >
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.
A big sign has been put up here.
[ obvious exits: N E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Winded >
k light
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
They aren't here.
where
* S HP:Healthy MV:Winded >
They aren't here.
k light
* S HP:Healthy MV:Winded >
k light
They aren't here.
k light
* S HP:Healthy MV:Winded >
Players in your Zone
--------------------
Wynona - A Winding Road
k light
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
w
* S HP:Healthy MV:Winded >
w
w
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
Zone: Parched Ground
w
* S HP:Healthy MV:Winded >
w
A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]
Zone: Parched Ground
s
* S HP:Healthy MV:Winded >
A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
Zone: Parched Ground
* S HP:Healthy MV:Weary >
Thick Forest
Thick hedges thicken into a dark and gloomy forest here. Trees, gnarled and
twisted, cover the ground. To the north, through a break in the trees, the
black jagged peaks of the Mountains of Dhoom can be glimpsed. To the south
lies the road to Tarwin's Gap, leading through the forest.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A stealthy cougar gracefully makes its way through the terrain.
where
* S HP:Healthy MV:Weary >
Thorny Hedges
The thorny hedges here prick you wherever you move, and you aren't very
willing to stay here and get pricked more. The bushes to the west have
thickened into impenetrablity, but you can still make you way north into more
thorny hedges, as well as east, into thinner bushes. To your south, you can
spot the old road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
Players in your Zone
--------------------
Wynona - Road to Tarwin's Gap
* S HP:Healthy MV:Weary >
w
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
* S HP:Healthy MV:Weary >
w
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
West: A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Weary >
back tt
Backstab who?
* S HP:Healthy MV:Weary >
tt
[track mount]
-=+**+=
Some obvious fresh tracks of a RIDDEN MOUNT leaving west. <<
Some obvious recent tracks of a RIDDEN MOUNT leaving east. >>
* S HP:Healthy MV:Weary >
not
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Weary >
w
w
s
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
* S HP:Healthy MV:Weary >
tt
[track mount]
-=+**+=
Some obvious fresh tracks of a RIDDEN MOUNT leaving south. vv
Some obvious recent tracks of a RIDDEN MOUNT leaving north. ^^
* S HP:Healthy MV:Weary >
l s
The Malkiergate is open.
* S HP:Healthy MV:Weary >
not
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
kh
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
l
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
kh
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
The sun sets.
(tic_timer): Starting tic timer.
The sky starts to get cloudy.
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
k light
They aren't here.
kh
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
k light
k light
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
*Badd* has arrived from the south.
kh
* S HP:Healthy MV:Winded >
k light
k light
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
They aren't here.
* S HP:Healthy MV:Winded - Badd: Beaten >
They aren't here.
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
Ok.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
*Badd* snickers softly.
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he parries successfully.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he parries successfully.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
cb
It's already closed!
*Badd* looks at you.
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 111 hit points.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he deflects the blow.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
cds
close Malkiergate s
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
cds
close Malkiergate s
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
cds
close Malkiergate s
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
* S HP:Healthy MV:Winded - Badd: Beaten >
It's already closed!
*Badd* panics, and attempts to flee!
* S HP:Healthy MV:Winded - Badd: Beaten >
*Badd* leaves north. ^^
* S HP:Healthy MV:Winded >
cds
close Malkiergate s
n
It's already closed!
hide
backstab h.light
* S HP:Healthy MV:Winded >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Winded >
You attempt to hide yourself.
* S HP:Healthy MV:Winded >
Backstab who?
* S HP:Healthy MV:Winded >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
e
k light
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A Shienaran scout blends into the surroundings here.
* S HP:Healthy MV:Winded >
They aren't here.
* S HP:Healthy MV:Winded >
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Winded >
w
hide
backstab h.light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
*Badd* is standing here.
* S HP:Healthy MV:Winded >
You look around for somewhere to conceal yourself, but to no avail.
* S HP:Healthy MV:Weary >
You silently approach your victim...
-=+**+=- -=+*
Backstab who?
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
l
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
*Badd* is standing here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
w
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: You sense a hidden life form in the area...
A man of the woods strides by quietly.
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
h
b
[hide ]
You look around for somewhere to conceal yourself, but to no avail.
* S HP:Healthy MV:Weary >
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
w
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: A man of the woods strides by quietly.
h
* S HP:Healthy MV:Weary >
[hide ]
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
b
[back h.light]
Backstab who?
* S HP:Healthy MV:Weary >
e
hide
backstab h.light
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
A man of the woods strides by quietly.
* S HP:Healthy MV:Weary >
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
Backstab who?
* S HP:Healthy MV:Weary >
e
hide
backstab h.light
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
You attempt to hide yourself.
* S HP:Healthy MV:Weary >
Backstab who?
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
k light
k light
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
k light
* S HP:Healthy MV:Weary >
k light
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
k light
They aren't here.
* S HP:Healthy MV:Weary >
k light
(tic_timer): Tic in 7 seconds!
l
k light
They aren't here.
k light
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
They aren't here.
* S HP:Healthy MV:Weary >
kh
kh
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
[kill h.light]
They aren't here.
* S HP:Healthy MV:Weary >
s
kh
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
* S HP:Healthy MV:Haggard >
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Haggard - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.
* S HP:Healthy MV:Haggard - Badd: Beaten >
*Badd* pierces your body very hard.
* S HP:Scratched MV:Haggard - Badd: Beaten >
f
s
hide
backstab h.light
PANIC! You couldn't escape!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
No way! You're fighting for your life!
* S HP:Scratched MV:Haggard - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You pierce *Badd*'s body hard.
*Badd* panics, and attempts to flee!
The night has begun.
(tic_timer): Tic length updated to: 62.356 seconds.
The waxing crescent moon sinks into the western horizon.
* S HP:Scratched MV:Winded - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
You pierce *Badd*'s body.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Winded - Badd: Beaten >
k light
*Badd* leaves north. ^^
k light
* S HP:Scratched MV:Winded >
They aren't here.
* S HP:Scratched MV:Winded >
They aren't here.
* S HP:Scratched MV:Winded >
n
kh
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
You sense a hidden life form in the area...
* S HP:Scratched MV:Weary >
[kill h.light]
You try to pierce *Badd*, but he deflects the blow.
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he parries successfully.
* S HP:Scratched MV:Weary - Badd: Beaten >
You pierce *Badd*'s body.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Weary - Badd: Beaten >
*Badd* leaves south. vv
o S HP:Scratched MV:Weary >
k light
k light
k light
They aren't here.
k light
o S HP:Scratched MV:Weary >
They aren't here.
o S HP:Scratched MV:Weary >
l
They aren't here.
k light
o S HP:Scratched MV:Weary >
They aren't here.
kh
o S HP:Scratched MV:Weary >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
East: A Shienaran scout blends into the surroundings here.
South: You sense a hidden life form in the area...
West: A man of the woods strides by quietly.
A squat border stone juts from the soil.
o S HP:Scratched MV:Weary >
They aren't here.
o S HP:Scratched MV:Weary >
[kill h.light]
They aren't here.
o S HP:Scratched MV:Weary >
*Badd* has arrived from the south.
kh
* S HP:Scratched MV:Weary >
kh
[kill h.light]
You try to pierce *Badd*, but he parries successfully.
kh
* S HP:Scratched MV:Weary - Badd: Beaten >
[kill h.light]
You do the best you can!
* S HP:Scratched MV:Weary - Badd: Beaten >
You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he deflects the blow.
[kill h.light]
You do the best you can!
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he parries successfully.
*Badd* panics, and attempts to flee!
* S HP:Scratched MV:Weary - Badd: Beaten >
You try to pierce *Badd*, but he deflects the blow.
h
* S HP:Scratched MV:Weary - Badd: Beaten >
[hide ]
No way! You're fighting for your life!
*Badd* leaves west. <<
o S HP:Scratched MV:Weary >
h
bh
[hide ]
You attempt to hide yourself.
o S HP:Scratched MV:Weary >
Arglebargle, glop-glyf!?!
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
Backstab who?
o S HP:Scratched MV:Weary >
b
[back h.light]
You silently approach your victim...
-=+*
*Badd* leaves south. vv
*+=- -=+*
Backstab who?
o S HP:Scratched MV:Weary >
s
hide
backstab h.light
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.
You sense a hidden life form in the area...
* S HP:Scratched MV:Haggard >
You attempt to hide yourself.
* S HP:Scratched MV:Haggard >
You silently approach your victim...
-=+**+=- -=+*
*Badd* makes a strange sound as you place a silver-winged basilard in his back!
*Badd* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Badd*'s death cry.
Re: Stab Thread
o S HP:Scratched MV:Full > backstab light
Backstab who?
o S HP:Scratched MV:Full >
*Vianca* has arrived from the south, riding a warhorse.
* S HP:Scratched MV:Full > backstab light
You silently approach your victim...
Kultunk tries to scythe a Tower guard, but he deflects the blow.
-=+*
A Tower guard slashes Kultunk's body.
Kultunk panics, and attempts to flee!
*+
Kultunk leaves west riding a shadow stallion.
=- -=+*
*Vianca* makes a strange sound as you place a silver-winged basilard in her back!
*Vianca* 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 *Vianca*'s death cry.
o S HP:Scratched MV:Full > gc
narr rip vianca
[get all corpse]
You get a cup of thick syrup from the corpse of Vianca.
You get a cup of thick syrup from the corpse of Vianca.
You get a cup of thick syrup from the corpse of Vianca.
You get fifteen gold crowns from the corpse of Vianca.
You get thirteen copper pennys from the corpse of Vianca.
You get a black pair of silver-tooled boots from the corpse of Vianca.
You get a pair of earthen colored breeches from the corpse of Vianca.
You get a soft leather pouch from the corpse of Vianca.
You get a long, heavy knife from the corpse of Vianca.
You get a belt with a buckle of cuendillar from the corpse of Vianca.
You get a yew staff from the corpse of Vianca.
You get a silver etched shield from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a set of cloth sleeves from the corpse of Vianca.
You get a bright red robe from the corpse of Vianca.
You get a bearskin tunic from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a camouflaged hood from the corpse of Vianca.
You get an emerald ring from the corpse of Vianca.
o S HP:Scratched MV:Full > You narrate 'rip vianca'
o S HP:Scratched MV:Full > sc
[scalp corpse]
You lean over and sever the bloody head from the corpse of Vianca.
Backstab who?
o S HP:Scratched MV:Full >
*Vianca* has arrived from the south, riding a warhorse.
* S HP:Scratched MV:Full > backstab light
You silently approach your victim...
Kultunk tries to scythe a Tower guard, but he deflects the blow.
-=+*
A Tower guard slashes Kultunk's body.
Kultunk panics, and attempts to flee!
*+
Kultunk leaves west riding a shadow stallion.
=- -=+*
*Vianca* makes a strange sound as you place a silver-winged basilard in her back!
*Vianca* 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 *Vianca*'s death cry.
o S HP:Scratched MV:Full > gc
narr rip vianca
[get all corpse]
You get a cup of thick syrup from the corpse of Vianca.
You get a cup of thick syrup from the corpse of Vianca.
You get a cup of thick syrup from the corpse of Vianca.
You get fifteen gold crowns from the corpse of Vianca.
You get thirteen copper pennys from the corpse of Vianca.
You get a black pair of silver-tooled boots from the corpse of Vianca.
You get a pair of earthen colored breeches from the corpse of Vianca.
You get a soft leather pouch from the corpse of Vianca.
You get a long, heavy knife from the corpse of Vianca.
You get a belt with a buckle of cuendillar from the corpse of Vianca.
You get a yew staff from the corpse of Vianca.
You get a silver etched shield from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a set of cloth sleeves from the corpse of Vianca.
You get a bright red robe from the corpse of Vianca.
You get a bearskin tunic from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a camouflaged hood from the corpse of Vianca.
You get an emerald ring from the corpse of Vianca.
o S HP:Scratched MV:Full > You narrate 'rip vianca'
o S HP:Scratched MV:Full > sc
[scalp corpse]
You lean over and sever the bloody head from the corpse of Vianca.