Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Harambe
Posts: 12
Joined: Sun Jun 21, 2020 5:53 pm

Re: Crit kills

Post by Harambe » Mon Sep 01, 2025 10:25 pm

kill light
o HP:Beaten MV:Winded > They aren't here.

n
o HP:Beaten MV:Winded > kill light
They aren't here.

o HP:Beaten MV:Winded > n
They aren't here.

kill light
o HP:Beaten MV:Winded > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.

o HP:Beaten MV:Winded > They aren't here.

o HP:Beaten MV:Winded > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
*Kokoro* is standing here, riding a warhorse.
*Kokoro* leaves south riding a warhorse.

o HP:Beaten MV:Winded > They aren't here.

o HP:Beaten MV:Winded > s
s
kill light
bash
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.

* HP:Beaten MV:Winded > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A strong trolloc stands here, snout sniffing the wind.

o HP:Beaten MV:Weary > They aren't here.

o HP:Beaten MV:Weary > Bash who?

o HP:Beaten MV:Weary > kill light

*Kokoro* has arrived from the north, riding a warhorse.

kill light
* HP:Beaten MV:Weary > You try to slash *Kokoro*, but he parries successfully.

* HP:Beaten MV:Weary - Kokoro: Beaten > bash h.light
You do the best you can!

+TICK IN 5 SECONDS. - Kokoro: Beaten >
change mood wimpy
flee
Cancelled.
Mood changed to: Wimpy

You panic and attempt to flee! Beaten >


*Kokoro* sends you sprawling with a powerful bash!


A sickly, blighted deer has arrived from the west.
A strong trolloc barely pounds Kokoro's body.
A strong trolloc barely pounds Kokoro's left foot.
*Kokoro* crushes your right leg.
The sky starts to get cloudy.
Your heartbeat calms down more as you feel less panicked.
Timer now at 60 secs.

change mood brave
kill light
kill light

*Vianca* has arrived from the east, riding a bloodstock stallion.


*Vianca* pierces your body.


*Vianca* pierces your body.
A strong trolloc pounds Kokoro's body.
*Kokoro* crushes your right leg hard.


*Kokoro* panics, and attempts to flee!

bash
You flee head over heels.
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
Correcting map position after fleeing.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
Mood changed to: Brave
*Kokoro* has arrived from the west, riding a warhorse.

* HP:Beaten MV:Winded > You try to slash *Kokoro*, but he parries successfully.

* HP:Beaten MV:Winded - Kokoro: Critical > You do the best you can!

+ - Kokoro: Critical >
*Kokoro* panics, and attempts to flee!


*Kokoro* leaves east riding a warhorse.

=
They're not here anymore!

o HP:Beaten MV:Winded > e
kill light
bash
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.

o HP:Beaten MV:Winded > They aren't here.

o HP:Beaten MV:Winded > n
Bash who?

o HP:Beaten MV:Winded > n
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A sickly, skinny deer stands here in a daze.
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
*Kokoro* crushes your right arm.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Winded - Kokoro: Critical > No way! You're fighting for your life!

* HP:Beaten MV:Winded - Kokoro: Critical >
You swirl about with a gleaming black greatsword, slicing across *Kokoro*'s body.
You try to slash *Kokoro*, but he parries successfully.
*Kokoro* crushes your head.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Winded - Kokoro: Critical > change mood wimpy
flee
Mood changed to: Wimpy

You panic and attempt to flee!: Critical >

change mood brave
You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
Correcting map position after fleeing.
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
Mood changed to: Brave

o HP:Beaten MV:Winded > kill light
kill light
kill light
They aren't here.

kill light
o HP:Beaten MV:Winded > They aren't here.

o HP:Beaten MV:Winded > kill light
They aren't here.
*Vianca* has arrived from the north, riding a bloodstock stallion.

kill light
* HP:Beaten MV:Winded > You slash *Vianca*'s body into bloody fragments!
*Vianca* panics, and attempts to flee!
*Vianca* leaves west riding a bloodstock stallion.
*Vianca* has arrived from the west, riding a bloodstock stallion.

* HP:Beaten MV:Winded > You slash *Vianca*'s body into bloody fragments!
*Vianca* 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 *Vianca*'s death cry.

o HP:Beaten MV:Winded > They aren't here.

o HP:Beaten MV:Winded > g

*Kokoro* has arrived from the north, riding a warhorse.

* HP:Beaten MV:Winded > n
kill light
[get all corpse]
You get a backpack 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 bronze belt of odd design from the corpse of Vianca.
a fencing blade: You can't take that!
You get a silver etched shield from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a silver Kandori wristcuff from the corpse of Vianca.
You get a pair of dark gloves from the corpse of Vianca.
You get a set of cloth sleeves from the corpse of Vianca.
You get a black, silver-embroidered cape 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.
You get a great serpent ring from the corpse of Vianca.
*Kokoro* crushes your right arm.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Winded - Kokoro: Critical > No way! You're fighting for your life!

* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical >
You try to slash *Kokoro*, but he parries successfully.
A spotted horse panics, and attempts to flee!
A spotted horse leaves north.
*Kokoro* crushes your left leg.
You wish that your wounds would stop BLEEDING so much!


change mood wimpy
* HP:Critical MV:Winded - Kokoro: Critical > flee
Mood changed to: Wimpy

You panic and attempt to flee!ro: Critical >


You flee head over heels.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
Correcting map position after fleeing.
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]

o HP:Critical MV:Winded > kill light
kill light
They aren't here.
*Kokoro* has arrived from the west, riding a warhorse.

change mood brave
* HP:Critical MV:Winded > You try to slash *Kokoro*, but he parries successfully.

* HP:Critical MV:Winded - Kokoro: Critical > bash
Mood changed to: Brave

+ ed - Kokoro: Critical >
*Kokoro* crushes your right leg.
You wish that your wounds would stop BLEEDING so much!


=
*Kokoro* panics, and attempts to flee!

=
Your bash at *Kokoro* sends him sprawling!

* HP:Critical MV:Winded - Kokoro: Critical > change mood berserk
Mood changed to: Berserk

kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
kill light
You slash *Kokoro*'s left arm very hard.
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
*Kokoro* leaves west riding a warhorse.

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > They aren't here.

w
o HP:Critical MV:Winded > kill light
They aren't here.

w
o HP:Critical MV:Winded > kill light
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
The corpse of Vianca is lying here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > w
n
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.

n
o HP:Critical MV:Winded > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Winded > e
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
A mole is here, looking sickly.

e
o HP:Critical MV:Winded > e
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.

o HP:Critical MV:Winded > e
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
*Kokoro* is here, fighting the blighted tree, riding a warhorse.
The blighted tree is here, fighting Kokoro.
The blighted tree is here, fighting Kokoro.

* HP:Critical MV:Winded > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

s
o HP:Critical MV:Winded > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
*Hoeg* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.

kill light
* HP:Critical MV:Winded > *Hoeg* leaves east riding a warhorse.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A young and strong buck is here, munching some grass.

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > n
w
w
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Winded > w
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Critical MV:Winded > kill light
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o HP:Critical MV:Winded > A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.
*Kokoro* crushes your body hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
kill light
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light

You slash *Kokoro*'s right leg hard.
*Kokoro* panics, and attempts to flee!

kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!

kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!

* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
*Kokoro* leaves west riding a warhorse.

kill light
o HP:Critical MV:Winded > They aren't here.

kill light
o HP:Critical MV:Winded > They aren't here.

w
o HP:Critical MV:Winded > kill light
They aren't here.

o HP:Critical MV:Winded > bash
They aren't here.

o HP:Critical MV:Winded > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
A mole is here, looking sickly.

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > s
Bash who?

o HP:Critical MV:Winded > s
kill light
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.
*Kokoro* has arrived from the south, riding a warhorse.

* HP:Critical MV:Winded > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.

o HP:Critical MV:Winded > They aren't here.

o HP:Critical MV:Winded > n
kill light
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.

* HP:Critical MV:Weary > You slash *Kokoro*'s body very hard.

s
* HP:Critical MV:Weary - Kokoro: Critical > No way! You're fighting for your life!

* HP:Critical MV:Weary - Kokoro: Critical > kill light
kill light
You slash *Kokoro*'s body hard.
*Kokoro* 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 *Kokoro*'s death cry.
They aren't here.

o HP:Critical MV:Weary > They aren't here.

kill light
o HP:Critical MV:Weary > They aren't here.

o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
change mood wimpy
You try to calm down, but can't.

o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
You try to calm down, but can't.

o HP:Critical MV:Weary > You try to calm down, but can't.

o HP:Critical MV:Weary > You try to calm down, but can't.

o HP:Critical MV:Weary > Mood changed to: Wimpy
Wimpy retained at: 0 hit points.

o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
Mood changed to: Wimpy

o HP:Critical MV:Weary > Mood changed to: Wimpy

o HP:Critical MV:Weary > hold pack
g
You're already holding something.

o HP:Critical MV:Weary > [get all corpse]
You get a large slab of meat from the corpse of Kokoro.
You get the severed head of Byrg the Myrddraal slain in the Blight from the corpse of Kokoro.
You get a pair of gleaming metal boots from the corpse of Kokoro.
You get a pair of thick, gold-plated greaves from the corpse of Kokoro.
You get a dagger from the corpse of Kokoro.
You get a bronze belt of odd design from the corpse of Kokoro.
a steel-banded club with multiple spikes: You can't carry that much weight.
You get a silver etched shield from the corpse of Kokoro.
You get a sungwood bracelet from the corpse of Kokoro.
You get a sungwood bracelet from the corpse of Kokoro.
You get a sturdy pair of full leather gauntlets from the corpse of Kokoro.
You get a pair of polished, gold-plated vambraces from the corpse of Kokoro.
a backpack: You can't carry that much weight.
You get a cloak of shifting colors from the corpse of Kokoro.
a tunic of finely-crafted chain: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a gold-chased morion with an engraved silver comb: You can't carry that much weight.
You get a jade signet ring from the corpse of Kokoro.
a jade signet ring: You can't carry that much weight.
a mirrored lantern: You can't carry that much weight.

o HP:Critical MV:Weary > eq
You are using:
<held> a badge emblazoned with an iron fist
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a polished, slitted great helm
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn on body> a thick, steel-plated breastplate
<worn about body> an earthen brown mantle
<slung on back> a backpack
<worn on arms> a pair of steel-plated vambraces
<worn on hands> a pair of steel-plated gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a gleaming black greatsword
<worn about waist> a bronze belt of odd design
<worn on belt> a shiny copper dagger
<worn on legs> a pair of steel-plated greaves
<worn on feet> a pair of thick metal boots

o HP:Critical MV:Weary > rem badge
You stop using a badge emblazoned with an iron fist.

TICK IN 5 SECONDS.
o HP:Critical MV:Weary > hold pack
You grab a backpack.

o HP:Critical MV:Weary > put all pack
g
You put a badge emblazoned with an iron fist in a backpack.
You put a jade signet ring in a backpack.
A cloak of shifting colors won't fit in a backpack.
A pair of polished, gold-plated vambraces won't fit in a backpack.
You put a sturdy pair of full leather gauntlets in a backpack.
A dagger won't fit in a backpack.
A pair of thick, gold-plated greaves won't fit in a backpack.
A pair of gleaming metal boots won't fit in a backpack.
You put the severed head of Byrg the Myrddraal slain in the Blight in a backpack.
A large slab of meat won't fit in a backpack.
You put a great serpent ring in a backpack.
You put an emerald ring in a backpack.
You put a camouflaged hood in a backpack.
A Kandori snowflake necklace won't fit in a backpack.
A Kandori snowflake necklace won't fit in a backpack.
A black, silver-embroidered cape won't fit in a backpack.
A set of cloth sleeves won't fit in a backpack.
A pair of dark gloves won't fit in a backpack.
A silver Kandori wristcuff won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A silver etched shield won't fit in a backpack.
A silver etched shield won't fit in a backpack.
A bronze belt of odd design won't fit in a backpack.
A bronze belt of odd design won't fit in a backpack.
A soft leather pouch won't fit in a backpack.
A pair of earthen colored breeches won't fit in a backpack.
A black pair of silver-tooled boots won't fit in a backpack.

o HP:Critical MV:Weary > [get all corpse]
You get a steel-banded club with multiple spikes from the corpse of Kokoro.
You get a backpack from the corpse of Kokoro.
You get a tunic of finely-crafted chain from the corpse of Kokoro.
You get a torc of gleaming steel from the corpse of Kokoro.
You get a torc of gleaming steel from the corpse of Kokoro.
You get a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
You get a jade signet ring from the corpse of Kokoro.
You get a mirrored lantern from the corpse of Kokoro.

o HP:Critical MV:Weary > l
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
The corpse of Kokoro is lying here.
A warhorse is here, stamping his feet impatiently.
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Weary > scal
You lean over and sever the bloody head from the corpse of Kokoro.

o HP:Critical MV:Weary > sc
You have 42(409) hit and 74(248) movement points.
You have scored 116409347 experience points and 1106 quest points.
You need 2090653 exp to level and 1894 qp to rank.
You have acquired 7 alt qps to date.
You have amassed 145 Turn points to date.
You have played 21 days and 1 hours (real time).
This ranks you as Harambe the Master Torturer [Dhai'mon 7] (Level 51).
You are standing.

where
o HP:Critical MV:Weary > Players in your Zone
--------------------
Harambe - A Small Trail
You catch the scent of horses nearby.

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