o S HP:Healthy MV:Tiring >
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
East: *Kalm* is resting here.
The corpse of a rat is lying here.
o S HP:Healthy MV:Tiring >
You attempt to hide yourself.
o S HP:Healthy MV:Tiring >
Backstab who?
o S HP:Healthy MV:Tiring >
e
hide
backstab h.light
A Large Room
This room is the largest of all the caverns that have been carved out of the
stone. The ceiling cannot be seen through the darkness that shrouds the room.
The only sounds are those of water running down the sides of the cavern's walls,
or dripping from the ceiling into puddles on the ground. A thick coat of green
moss covers the walls and part of the floor, making it extremely slippery.
[ obvious exits: W D ]
Zone: Northern Plains of Altara
Down: A pale woman stands here beside a throne of rock.
A thin, decorative belt with an elaborate buckle is here.
A mushroom grows here.
A pile of copper pennies lies here.
A slightly dusty pair of leather leggings have been discarded here.
A small purse is here.
A pair of buckskin gloves have been set aside.
A thick, leather backpack lies abandoned here.
A dark blue robe lies on the floor.
A jerkin of leather, studded with raised metal, lies here.
A beautiful dark blue scarf has been cast off here.
A cloth hood has been left here.
*Kalm* is resting here.
A Wall Guard streetguard is resting here.
* S HP:Healthy MV:Tiring >
You attempt to hide yourself.
* S HP:Healthy MV:Tiring >
You silently approach your victim...
-=+**+=- -=+
*
*Kalm* makes a strange sound as you place a silver-winged basilard in his back!
* S HP:Healthy MV:Tiring - Kalm: Battered >
*Kalm* wraps his fingers around a massive war maul and hefts it from a belt hook.
*Kalm* wields a massive war maul in a two-handed grip.
*Kalm* tries to crush you, but you deflect the blow.
* S HP:Healthy MV:Tiring - Kalm: Battered >
w
No way! You're fighting for your life!
* S HP:Healthy MV:Tiring - Kalm: Battered >
cdw
close door w
*Kalm* tries to crush you, but you parry successfully.
You barely pierce *Kalm*'s body.
That's absurd!
* S HP:Healthy MV:Tiring - Kalm: Battered >
You barely pierce *Kalm*'s head.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
na on kalm
You narrate 'on kalm'
* S HP:Healthy MV:Tiring - Kalm: Beaten >
na pm
You narrate 'pm'
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s body with your pierce.
na stavbbed
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You dodge a bash from *Kalm* who loses his balance and falls!
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You narrate 'stavbbed'
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s left foot with your pierce.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You barely pierce *Kalm*'s body.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
*Kalm* gives a Wall Guard streetguard an order.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s left leg with your pierce.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s body with your pierce.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
You pierce *Kalm*'s right arm.
* S HP:Healthy MV:Tiring - Kalm: Beaten >
*Kalm* sends you sprawling with a powerful bash!
* S HP:Scratched MV:Tiring - Kalm: Beaten >
*Kalm* crushes your head into bloody fragments!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
f
dm
dism
u
hide
backstab h.light
*Kalm* tries to crush you, but you parry successfully.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard stops resting, and clambers on his feet.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You panic and attempt to flee!
You swiftly dodge a Wall Guard streetguard's attempt to scythe you.
You flee head over heels.
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
East: *Kalm* is standing here.
The corpse of a rat is lying here.
But you're not riding anything!
o S HP:Hurt MV:Tiring >
Alas, you cannot go that way...
o S HP:Hurt MV:Tiring >
You attempt to hide yourself.
o S HP:Hurt MV:Tiring >
Backstab who?
o S HP:Hurt MV:Tiring >
s
k light
k light
Alas, you cannot go that way...
k light
o S HP:Hurt MV:Tiring >
k light
They aren't here.
o S HP:Hurt MV:Tiring >
They aren't here.
o S HP:Hurt MV:Tiring >
They aren't here.
cdw
close stonedoor w
o S HP:Hurt MV:Tiring >
They aren't here.
k light
o S HP:Hurt MV:Tiring >
Ok.
k light
o S HP:Hurt MV:Tiring >
k light
They aren't here.
o S HP:Hurt MV:Tiring >
They aren't here.
o S HP:Hurt MV:Tiring >
They aren't here.
*Kalm* has arrived from the east.
A Wall Guard streetguard has arrived from the east.
k light
* S HP:Hurt MV:Tiring >
*Kalm* tries to crush you, but you deflect the blow.
k light
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You pierce *Kalm*'s left arm.
*Kalm* tries to crush you, but you parry successfully.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
Honey narrates 'gonna portal in'
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You barely pierce *Kalm*'s left arm.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You dodge a bash from *Kalm* who loses his balance and falls!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You barely pierce *Kalm*'s body.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You barely tickle *Kalm*'s body with your pierce.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
(tic_timer): Tic in 7 seconds!
You tickle *Kalm*'s body with your pierce.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s body with your pierce.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
*Kalm* sends you sprawling with a powerful bash!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
*Kalm* tries to crush you, but you deflect the blow.
* S HP:Hurt MV:Tiring - Kalm: Beaten >
f
s
hide
backstab h.light
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
* S HP:Hurt MV:Tiring - Kalm: Beaten >
A Wall Guard streetguard scythes your right arm into bloody fragments!
*Kalm* crushes your left arm into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.600 seconds.
* S HP:Wounded MV:Strong - Kalm: Beaten >
You panic and attempt to flee!
Honey narrates 'where is he running'
You flee head over heels.
A Damp Room off a Tunnel
The stone walls of this small room glow faintly. The rock of the walls has been
worn smooth over many years from the water that runs gently from the ceiling to
the floor. The floor is pitted where drops of water have fallen in the same
place for hundreds of years. Small puddles dot the floor of the room.
[ obvious exits: S ]
Zone: Northern Plains of Altara
South: A Wall Guard streetguard follows orders here.
An enormous tarantula is here.
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
The corpse of a rat is lying here.
A Wall Guard streetguard follows orders here.
*Kalm* is standing here.
*Kalm* leaves east. >>
A Wall Guard streetguard leaves east. >>
o S HP:Wounded MV:Strong >
You attempt to hide yourself.
o S HP:Wounded MV:Strong >
Backstab who?
o S HP:Wounded MV:Tiring >
k light
k light
k light
They aren't here.
k light
o S HP:Wounded MV:Tiring >
k light
They aren't here.
k light
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
*Kalm* has arrived from the east.
A Wall Guard streetguard has arrived from the east.
k light
* S HP:Wounded MV:Tiring >
k light
You barely tickle *Kalm*'s body with your pierce.
k light
* S HP:Wounded MV:Tiring - Kalm: Beaten >
*Kalm* tries to crush you, but you parry successfully.
You tickle *Kalm*'s body with your pierce.
You do the best you can!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
You barely tickle *Kalm*'s body with your pierce.
* S HP:Wounded MV:Tiring - Kalm: Beaten >
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
f
s
You panic and attempt to flee!
A Wall Guard streetguard tries to scythe you, but you dodge the attack.
hide
backstab h.light
You flee head over heels.
A Large Room
This room is the largest of all the caverns that have been carved out of the
stone. The ceiling cannot be seen through the darkness that shrouds the room.
The only sounds are those of water running down the sides of the cavern's walls,
or dripping from the ceiling into puddles on the ground. A thick coat of green
moss covers the walls and part of the floor, making it extremely slippery.
[ obvious exits: W D ]
Zone: Northern Plains of Altara
West: A Wall Guard streetguard follows orders here.
Down: A pale woman stands here beside a throne of rock.
A thin, decorative belt with an elaborate buckle is here.
A mushroom grows here.
A pile of copper pennies lies here.
A slightly dusty pair of leather leggings have been discarded here.
A small purse is here.
A pair of buckskin gloves have been set aside.
A thick, leather backpack lies abandoned here.
A dark blue robe lies on the floor.
A jerkin of leather, studded with raised metal, lies here.
A beautiful dark blue scarf has been cast off here.
A cloth hood has been left here.
Alas, you cannot go that way...
o S HP:Wounded MV:Tiring >
You attempt to hide yourself.
o S HP:Wounded MV:Tiring >
Backstab who?
o S HP:Wounded MV:Tiring >
w
hide
backstab h.light
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
The corpse of a rat is lying here.
A Wall Guard streetguard follows orders here.
*Kalm* is standing here.
*Kalm* tries to crush you, but you parry successfully.
* S HP:Wounded MV:Tiring - Kalm: Beaten >
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
You tickle *Kalm*'s body with your pierce.
*Kalm* tries to crush you, but you parry successfully.
* S HP:Wounded MV:Tiring - Kalm: Beaten >
f
You panic and attempt to flee!
k light
k light
k light
k light
k light
You flee head over heels.
A Large Room
This room is the largest of all the caverns that have been carved out of the
stone. The ceiling cannot be seen through the darkness that shrouds the room.
The only sounds are those of water running down the sides of the cavern's walls,
or dripping from the ceiling into puddles on the ground. A thick coat of green
moss covers the walls and part of the floor, making it extremely slippery.
[ obvious exits: W D ]
Zone: Northern Plains of Altara
West: A Wall Guard streetguard follows orders here.
Down: A pale woman stands here beside a throne of rock.
A thin, decorative belt with an elaborate buckle is here.
A mushroom grows here.
A pile of copper pennies lies here.
A slightly dusty pair of leather leggings have been discarded here.
A small purse is here.
A pair of buckskin gloves have been set aside.
A thick, leather backpack lies abandoned here.
A dark blue robe lies on the floor.
A jerkin of leather, studded with raised metal, lies here.
A beautiful dark blue scarf has been cast off here.
A cloth hood has been left here.
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
k light
o S HP:Wounded MV:Tiring >
They aren't here.
k light
o S HP:Wounded MV:Tiring >
k light
They aren't here.
k light
o S HP:Wounded MV:Tiring >
k light
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
k light
o S HP:Wounded MV:Tiring >
k light
They aren't here.
o S HP:Wounded MV:Tiring >
k light
They aren't here.
o S HP:Wounded MV:Tiring >
They aren't here.
o S HP:Wounded MV:Tiring >
w
They aren't here.
cdw
close stonedoor w
o S HP:Wounded MV:Tiring >
k light
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
The corpse of a rat is lying here.
A Wall Guard streetguard follows orders here.
*Kalm* is standing here.
* S HP:Wounded MV:Tiring >
It's already closed!
* S HP:Wounded MV:Tiring >
You tickle *Kalm*'s body with your pierce.
* S HP:Wounded MV:Tiring - Kalm: Beaten >
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
A Wall Guard streetguard tries to scythe you, but you deflect the blow.
You barely pierce *Kalm*'s left leg.
*Kalm* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
You swiftly dodge a Wall Guard streetguard's attempt to scythe you.
You tickle *Kalm*'s right leg with your pierce.
*Kalm* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
*Kalm* sends you sprawling with a powerful bash!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
A Wall Guard streetguard scythes your body very hard.
*Kalm* crushes your body into bloody fragments!
* S HP:Wounded MV:Tiring - Kalm: Beaten >
f
A Wall Guard streetguard scythes your body into bloody fragments!
*Kalm* crushes your head into bloody fragments!
* S HP:Battered MV:Tiring - Kalm: Beaten >
You panic and attempt to flee!
s
hide
backstab h.light
You flee head over heels.
A Large Room
This room is the largest of all the caverns that have been carved out of the
stone. The ceiling cannot be seen through the darkness that shrouds the room.
The only sounds are those of water running down the sides of the cavern's walls,
or dripping from the ceiling into puddles on the ground. A thick coat of green
moss covers the walls and part of the floor, making it extremely slippery.
[ obvious exits: W D ]
Zone: Northern Plains of Altara
West: A Wall Guard streetguard follows orders here.
Down: A pale woman stands here beside a throne of rock.
A thin, decorative belt with an elaborate buckle is here.
A mushroom grows here.
A pile of copper pennies lies here.
A slightly dusty pair of leather leggings have been discarded here.
A small purse is here.
A pair of buckskin gloves have been set aside.
A thick, leather backpack lies abandoned here.
A dark blue robe lies on the floor.
A jerkin of leather, studded with raised metal, lies here.
A beautiful dark blue scarf has been cast off here.
A cloth hood has been left here.
Alas, you cannot go that way...
o S HP:Battered MV:Tiring >
You attempt to hide yourself.
o S HP:Battered MV:Tiring >
Backstab who?
o S HP:Battered MV:Tiring >
*Kalm* has arrived from the west.
A Wall Guard streetguard has arrived from the west.
* S HP:Battered MV:Tiring >
w
hide
backstab h.light
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
East: A Wall Guard streetguard follows orders here.
The corpse of a rat is lying here.
o S HP:Battered MV:Tiring >
You attempt to hide yourself.
o S HP:Battered MV:Tiring >
Backstab who?
o S HP:Battered MV:Tiring >
b
[back h.light]
Backstab who?
o S HP:Battered MV:Tiring >
b
[back h.light]
Backstab who?
*Kalm* has arrived from the east.
A Wall Guard streetguard has arrived from the east.
* S HP:Battered MV:Tiring >
n
A Damp Room off a Tunnel
The stone walls of this small room glow faintly. The rock of the walls has been
worn smooth over many years from the water that runs gently from the ceiling to
the floor. The floor is pitted where drops of water have fallen in the same
place for hundreds of years. Small puddles dot the floor of the room.
[ obvious exits: S ]
Zone: Northern Plains of Altara
South: A Wall Guard streetguard follows orders here.
An enormous tarantula is here.
o S HP:Battered MV:Tiring >
s
hide
backstab h.light
The giant tarantula tries to hit you, but you deflect the blow.
No way! You're fighting for your life!
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
No way! You're fighting for your life!
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
No way! You're fighting for your life!
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
f
hide
backstab h.light
PANIC! You couldn't escape!
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
No way! You're fighting for your life!
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
No way! You're fighting for your life!
f
o S HP:Battered MV:Tiring - the giant tarantula: Healthy >
hide
backstab h.light
You pierce the giant tarantula's left leg extremely hard.
The giant tarantula tries to hit you, but you deflect the blow.
The giant tarantula swiftly dodges your attempt to pierce it.
You panic and attempt to flee!
You flee head over heels.
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
The corpse of a rat is lying here.
A Wall Guard streetguard follows orders here.
*Kalm* is standing here.
You attempt to hide yourself.
* S HP:Battered MV:Tiring >
You silently approach your victim...
*Kalm* tries to crush you, but you deflect the blow.
-
*Kalm* tries to crush you, but you parry successfully.
=+
f*
Cancelled.
You panic and attempt to flee!
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
k light
k light
k light
A Wall Guard streetguard tries to scythe you, but you deflect the blow.
You flee head over heels.
A Large Room
This room is the largest of all the caverns that have been carved out of the
stone. The ceiling cannot be seen through the darkness that shrouds the room.
The only sounds are those of water running down the sides of the cavern's walls,
or dripping from the ceiling into puddles on the ground. A thick coat of green
moss covers the walls and part of the floor, making it extremely slippery.
[ obvious exits: W D ]
Zone: Northern Plains of Altara
West: A Wall Guard streetguard follows orders here.
Down: A pale woman stands here beside a throne of rock.
A thin, decorative belt with an elaborate buckle is here.
A mushroom grows here.
A pile of copper pennies lies here.
A slightly dusty pair of leather leggings have been discarded here.
A small purse is here.
A pair of buckskin gloves have been set aside.
A thick, leather backpack lies abandoned here.
A dark blue robe lies on the floor.
A jerkin of leather, studded with raised metal, lies here.
A beautiful dark blue scarf has been cast off here.
A cloth hood has been left here.
They aren't here.
o S HP:Battered MV:Tiring >
They aren't here.
o S HP:Battered MV:Tiring >
They aren't here.
k light
o S HP:Battered MV:Tiring >
k light
k light
They aren't here.
k light
o S HP:Battered MV:Tiring >
k light
They aren't here.
k light
o S HP:Battered MV:Tiring >
k light
They aren't here.
o S HP:Battered MV:Tiring >
k light
Honey narrates 'am here'
They aren't here.
*Kalm* has arrived from the west.
A Wall Guard streetguard has arrived from the west.
k light
* S HP:Battered MV:Tiring >
You tickle *Kalm*'s body with your pierce.
* S HP:Battered MV:Tiring - Kalm: Beaten >
*Kalm* tries to crush you, but you deflect the blow.
You tickle *Kalm*'s left leg with your pierce.
You do the best you can!
* S HP:Battered MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Battered MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Battered MV:Tiring - Kalm: Beaten >
You do the best you can!
* S HP:Battered MV:Tiring - Kalm: Beaten >
You pierce *Kalm*'s body.
* S HP:Battered MV:Tiring - Kalm: Beaten >
(tic_timer): Tic in 7 seconds!
f
You panic and attempt to flee!
*Kalm* sends you sprawling with a powerful bash!
*Kalm* gives a Wall Guard streetguard an order.
A Wall Guard streetguard joins Kalm's fight!
odw
open door w
A Wall Guard streetguard scythes your right leg into bloody fragments!
w
You flee head over heels.
A Damp Tunnel
The small, dirt tunnel ends here. Off to the east is what appears to be a large
stone chamber. To the north, the tunnel dead ends into another small, stone
room. The moss is thick on the walls here, and part of the dirt floor. Small
droplets of water rain from the ceiling, into small puddles on the ground.
[ obvious exits: N E W ]
Zone: Northern Plains of Altara
Door west: stonedoor
North: An enormous tarantula is here.
East: A Wall Guard streetguard follows orders here.
The corpse of a rat is lying here.
Ok.
o S HP:Battered MV:Tiring >
A Damp Tunnel
The tunnel goes on into the darkness to the east. To the west, the tunnel makes
its way back underneath the cabin. To the south lies a small room off the
tunnel. The tunnel is cool, and the air is thick with humidity from the water
that runs in small rivulets down the walls.
[ obvious exits: E S W ]
Zone: Northern Plains of Altara
Door east: stonedoor
South: An enormous tarantula is here.
West: An enormous tarantula is here.
o S HP:Battered MV:Tiring >
cde
close stonedoor e
Honey has arrived from the west.
o S HP:Battered MV:Tiring >
cde
close stonedoor e
Ok.
k light
o S HP:Battered MV:Tiring >
k light
k light
k light
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.711 seconds.
It's already closed!
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
fol honey
Honey says 'he inside?'
You now follow Honey.
o S HP:Battered MV:Strong >
k light
k light
k light
They aren't here.
k light
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
sa yeop
You say 'yeop'
o S HP:Battered MV:Strong >
You are now a member of Honey's group.
k light
o S HP:Battered MV:Strong >
k light
The stonedoor is opened from the other side.
k light
o S HP:Battered MV:Strong >
They aren't here.
*Kalm* has arrived from the east.
A Wall Guard streetguard has arrived from the east.
k light
* S HP:Battered MV:Strong >
k light
You barely pierce *Kalm*'s body.
*Kalm* panics, and attempts to flee!
*Kalm* leaves west. <<
o S HP:Battered MV:Strong >
k light
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
o S HP:Battered MV:Strong >
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
Honey leaves west. <<
You follow Honey.
A Dark Tunnel
The dark, damp tunnel continues west, leading further into darkness. To the
east, the tunnel goes on into the small cellar under the cabin. A thick growth
of moss covers the walls, and small drops of water fall from the tunnel's dirt
ceiling. The dirt floor is smooth and slick under the thin coating of water.
[ obvious exits: E W ]
Zone: Northern Plains of Altara
East: A Wall Guard streetguard follows orders here.
Honey Badger the Dark Master is standing here.
An enormous tarantula is here.
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
Honey leaves west. <<
You follow Honey.
A Dark Tunnel
This dark, damp tunnel lies directly east of the small cellar. The dirt walls
are soft and crumbling, with a thick coat of moss covering most of them. The
dirt floor is slick and squishes under extra weight. The tunnel leads on to the
east into darkness.
[ obvious exits: E W ]
Zone: Northern Plains of Altara
Door west: shelf
East: An enormous tarantula is here.
West: *Kalm* is standing here.
The corpse of a rat is lying here.
Honey Badger the Dark Master is standing here.
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
Honey leaves west. <<
You follow Honey.
A Small Cellar
This small cellar lies directly under the floor of the cabin. Small shelves
line the walls, and pieces of broken bottles litter the shelves and the floor.
A thick coat of dust covers everything, and clouds of it billow up from the
slightest breath. The dirt floor is moist and slimy, smelling of mildew.
[ obvious exits: E U ]
Zone: Northern Plains of Altara
Door east: shelf
Door up: trapdoor
Honey Badger the Dark Master is standing here.
*Kalm* is standing here.
You tickle *Kalm*'s head with your pierce.
*Kalm* panics, and attempts to flee!
k light
* S HP:Battered MV:Strong - Kalm: Beaten >
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Beaten >
k light
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Beaten >
k light
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Beaten >
Honey slices *Kalm*'s right leg hard.
*Kalm* panics, and attempts to flee!
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
Honey slices *Kalm*'s body.
*Kalm* panics, and attempts to flee!
You barely pierce *Kalm*'s left leg.
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
k light
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
k light
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
*Kalm* leaves east. >>
k light
o S HP:Battered MV:Strong >
k light
k light
They aren't here.
o S HP:Battered MV:Strong >
k light
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
Honey leaves east. >>
You follow Honey.
A Dark Tunnel
This dark, damp tunnel lies directly east of the small cellar. The dirt walls
are soft and crumbling, with a thick coat of moss covering most of them. The
dirt floor is slick and squishes under extra weight. The tunnel leads on to the
east into darkness.
[ obvious exits: E W ]
Zone: Northern Plains of Altara
Door west: shelf
East: An enormous tarantula is here.
The corpse of a rat is lying here.
Honey Badger the Dark Master is standing here.
*Kalm* is standing here.
You barely pierce *Kalm*'s body.
*Kalm* panics, and attempts to flee!
* S HP:Battered MV:Strong - Kalm: Critical >
k light
Honey slices *Kalm*'s head hard.
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
k light
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
*Kalm* leaves west. <<
k light
o S HP:Battered MV:Strong >
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
They aren't here.
k light
o S HP:Battered MV:Strong >
They aren't here.
k light
o S HP:Battered MV:Strong >
k light
Honey leaves west. <<
You follow Honey.
A Small Cellar
This small cellar lies directly under the floor of the cabin. Small shelves
line the walls, and pieces of broken bottles litter the shelves and the floor.
A thick coat of dust covers everything, and clouds of it billow up from the
slightest breath. The dirt floor is moist and slimy, smelling of mildew.
[ obvious exits: E U ]
Zone: Northern Plains of Altara
Door east: shelf
Door up: trapdoor
Honey Badger the Dark Master is standing here.
*Kalm* is standing here.
You barely pierce *Kalm*'s right leg.
*Kalm* panics, and attempts to flee!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
Honey slices *Kalm*'s body.
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You barely pierce *Kalm*'s right leg.
*Kalm* is incapacitated and will slowly die, if not aided.
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
k light
* S HP:Battered MV:Strong - Kalm: Critical >
k light
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
You do the best you can!
* S HP:Battered MV:Strong - Kalm: Critical >
Honey slices *Kalm*'s body extremely hard.
*Kalm* 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 *Kalm*'s death cry.
Stab Thread
Re: Stab Thread
Wow, that has to be the worst stab ever. To batt while resting and was probably not full to start with!
EDIT to say that while I’m sure this has 0 validity, I’ve always felt that my chars under 19 Str stab harder. Olajuwon is 17 Str and stabs very hard. My LS rogues are all 18 Str and stabs very hard. My SS rogue is 19 Str and stabs weakly!
EDIT to say that while I’m sure this has 0 validity, I’ve always felt that my chars under 19 Str stab harder. Olajuwon is 17 Str and stabs very hard. My LS rogues are all 18 Str and stabs very hard. My SS rogue is 19 Str and stabs weakly!
Re: Stab Thread
This was what Hress posted years ago:
https://www.wotmudarchives.org/forum/vi ... php?t=2442
This was what Stark posted what more recently.
1) roll weapon damage + 2d3
2) if weapon has level 1 or level 2 ward, add a 2d4 roll
3) select a random value between 10x and 15x the damage roll
4) damage gets multiplied by stab skill / 100
5) if the attacker is berserk, the damage is doubled, and if at that point damage is greater than 250, the damage gets multiplied by 3/4
6) If the victim is undead, divide damage by 3
7) If victim is sleeping, damage is tripled
8) If victim is either resting or sitting, damage is multiplied by 1.5
Obviously a change has occurred in regards to master damage.
https://www.wotmudarchives.org/forum/vi ... php?t=2442
This was what Stark posted what more recently.
1) roll weapon damage + 2d3
2) if weapon has level 1 or level 2 ward, add a 2d4 roll
3) select a random value between 10x and 15x the damage roll
4) damage gets multiplied by stab skill / 100
5) if the attacker is berserk, the damage is doubled, and if at that point damage is greater than 250, the damage gets multiplied by 3/4
6) If the victim is undead, divide damage by 3
7) If victim is sleeping, damage is tripled
8) If victim is either resting or sitting, damage is multiplied by 1.5
Obviously a change has occurred in regards to master damage.