The Continuing tale of Jose "Crackity" Jones

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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FONGLEE
Posts: 62
Joined: Wed Jul 05, 2017 7:12 pm

The Continuing tale of Jose "Crackity" Jones

Post by FONGLEE » Wed May 29, 2019 10:19 am

I grow bored with the north lands and wander looking to understand the ways of the unwarshed pinked ones. In my wanderings I head south to find my fortune and blast yarbles like my cousin Fong Lee. Herein is a taste of my wanderings…

o HP:Healthy MV:Winded - a skeletal wolf: Dead? >
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

o HP:Healthy MV:Winded - a skeletal wolf: Dead? >
stats
You are a 211 year old male trolloc warrior.
Your height is 6 feet, 5 inches, and you weigh 223.0 lbs.
You are carrying 0.2 lbs and wearing 93.9 lbs, fairly light.
Your base abilities are: Str:19 Int:7 Wil:8 Dex:15 Con:19.
Offensive bonus: 182, Dodging bonus: 2, Parrying bonus: 1
Your mood is: Berserk. You will flee below: 0 Hit Points
Your armor absorbs about 83% on average.

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

score
o HP:Healthy MV:Winded - a skeletal wolf: Dead? >
HP:Healthy MP:Winded
You have scored 102516310 experience points and 0 quest points.
You need 983690 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity Jones (Level 49).
You are fighting a skeletal wolf.

p
o HP:Healthy MV:Winded - a skeletal wolf: Dead? >
eq
A skeletal wolf barely hits your left leg.
You try to blast a skeletal wolf, but it deflects the blow.
[where ]
Players in your Zone
--------------------
Crackity - Path in the Grasslands  Checking for unwarshed human yarbles.

o HP:Scratched MV:Winded - a skeletal wolf: Dead? > You are using:
<held> an oilstone
<worn on head> a full metal helmet and visor
<worn around neck> a thin, black chain
<worn on body> a shining steel breastplate
<worn about body> a dark green cape
<slung on back> a backpack
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<wielded two-handed> a dark, grim axe
<worn about waist> a plain brown belt
<worn on belt> a water skin
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots


o HP:Scratched MV:Winded - a skeletal wolf: Dead? > [where ]
Players in your Zone
--------------------
Crackity - Path in the Grasslands

Small Trail
The trail you are on is not one made for humans. It looks like dog size and
smaller animals usually travel this way, but with a little effort you can
manage. The trail keeps going west and east, with it rising to the
west. Because of the density of the trees travel to the north and south
is blocked.
[ obvious exits: E W ]
A large wooden raft sits here.
A long-eared rabbit is here, looking quite sick.

[where ]
Players in your Zone
--------------------
Crackity - Before the Mound
You catch a smell of horses nearby.  Nasty pinkies should use the soapweed.

I got a bad feeling about this as my friend Chewie says . Time to bail and live to fight another day or at least somewhere more open.

* HP:Wounded MV:Strong >

[where ]
Players in your Zone
--------------------
Crackity - A Small Crossroads

E  Skeeeedaddle!!! Through the town of Whitebridge baby. No time to visit the ladies.

Spam

Spam

Spam

At the Smiling Gleeman
Choked with wagons and carts, the Caemlyn Road runs through town to the
east and west, but this intersection is dominated by something other
than exhausted horses and dirt. To the south rises a massive swirl of
red, purple and green boards which grab the eye and pull all attention
towards it. A fanciful sign above the door proclaims the establishment
to be the Smiling Gleeman, no doubt one of the fancier taverns in town.
[ obvious exits: N E S W ]

n
* HP:Wounded MV:Tiring >
Knightsbridge Court
Shadows fall across the plain dirt street as it runs from the Caemlyn
Road to the south towards the edge of the city to the north. No doors open
onto the street apparently, and small rustling noises can be heard from
the shaded recesses, as though rats were crawling around the walls.
Bolted against the eastern wall is a worn wooden sign, almost illegible
from the wear of the weather.
[ obvious exits: N S ]
A personnel trainer stands here, helping you gain experience.  Waste not want not.

* HP:Wounded MV:Tiring >
give all.scalp trainer
You give the death scalp of a skeletal wolf slain in Andor to a personnel trainer.
You give the death scalp of a skeletal wolf slain in Andor to a personnel trainer.
You give the death scalp of a skeletal wolf slain in Andor to a personnel trainer.
You give the death scalp of a two-headed serpent slain in Andor to a personnel trainer.
You give the death scalp of a skeletal wolf slain in Andor to a personnel trainer.

* HP:Wounded MV:Tiring >
p

A personnel trainer claps you on the back.
A personnel trainer claps you on the back.
A personnel trainer claps you on the back.
A personnel trainer claps you on the back.
A personnel trainer claps you on the back.

* HP:Wounded MV:Tiring > [where ]
Players in your Zone
--------------------
Crackity - Knightsbridge Court  Hmmm. Did I run too far?

Spam

Spam

Spam

Throw some tracks towards Roland’s.

[ obvious exits: N E W ]

* HP:Wounded MV:Winded >
p
[where ]
Players in your Zone
--------------------
Crackity - The Caemlyn Road  I must’ve ruined it.

Well, I leave tracks up to Roland’s ent then backtrack and go through Cammy towards TV.

* HP:Wounded MV:Weary >
The Tar Valon Road
Continuing your journey, you see that the terrain is gradually changing. Low,
rolling hills bespeak the presence of a wild landscape to the north, where the
road is forced to make an occasional turn in order to avoid some of the more
troublesome hills. Southwards, plains stretch as far as you can see.
[ obvious exits: N S ]
A squat border stone juts from the soil.

* HP:Wounded MV:Haggard >
get vial from pack
There doesn't seem to be a vial in a backpack.  LOL

Crackity - The Tar Valon Road

So I sit and get moves… For a while. When sunddernly!!!

*Draz* has arrived from the south, riding a pale destrier.  Yuck. Outclassed.
A rat has arrived from the south.

* HP:Hurt MV:Winded > [where ]
Players in your Zone
--------------------
Crackity - At the Small Bridge
You catch a smell of horses nearby.
*Draz* leaves north riding a pale destrier.
A crow leaves north.
A rat leaves north.

* HP:Hurt MV:Winded >
d
Under the Bridge
An old trail winds its way down to end under this small bridge, at the edge of
the stream. Standing here, you feel a chill in the air, as if someone is aware
of your presence and watching your every move. This place brings to mind the
bedtime stories of creatures lurking below ancient bridges, demanding the lives
of the travelers crossing them. However, the merry chatter of the stream
quickly banishes such dark thoughts.
[ obvious exits: E W U ]
The waters of a stream chatter as they run over the streambed here.  Trying to be sneasky.

A small, silvery fish is swimming about here.

* HP:Hurt MV:Winded >

*Draz* has arrived from above, riding a pale destrier.  Mmmta
A crow has arrived from above.
A rat has arrived from above.

* HP:Hurt MV:Winded >

*Draz* slashes your left arm.

* HP:Hurt MV:Winded - Draz: Healthy >
0

You try to blast *Draz*, but he parries successfully.
*Draz* slashes your left leg very hard.

f
* HP:Hurt MV:Winded - Draz: Healthy > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 210 hit points.

* HP:Hurt MV:Winded - Draz: Healthy >
You panic and attempt to flee!


You flee head over heels.
At the Small Bridge
A small bridge, built in granite, spans over a lively stream. The bridge is
old, its stones have taken on a dark hue from years of exposure, but it seems
to be well-kept and looks sturdy. You spot a small trail leading down to the
shallow waters below.
[ obvious exits: N S D ]
A gray palfrey prances skittishly nearby.

* HP:Hurt MV:Weary >
s
s
s
Road through the Edge of the Woods
Some small clusters of trees herald the presence of a light forest further
to the south. The road heads north towards Tar Valon, and southwards
towards Andor and the crown city of Caemlyn.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary > Turn in the Road
The road resumes its heading north by making a gentle turn. Looking in that
direction, you see the edge of the woods, while the forest is getting slightly
more dense in the south-west.
[ obvious exits: N W ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary >
w
w
*Adael* has arrived from the west, riding a white destrier.  Hi Adael!!! Love this guy!!!
A rat has arrived from the west.
A crow has arrived from the west.
The Caemlyn cityguard has arrived from the west.
Bend in the Road
The road makes yet another turn here, this time in a south-east direction. The
woods seem to get somewhat more thick to the south, while the edge of the
forest seems to be further to the north-east.
[ obvious exits: N E S ]

w
* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary >
n
n
n
At the Edge of the Woods
You find yourself in the midst of slender trees and rich vegetation. Faint
paths, most likely created by the smaller inhabitants of the area, cross each
other everywhere. To the north and west you can hear the sound of a small
stream, and with some effort you should be able to descend the slope that leads
to its bank. Southwards, as well as to your east, the road to Tar Valon
continues its journey.
[ obvious exits: E S D ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary >
e
e
e
Road through the Edge of the Woods
Some small clusters of trees herald the presence of a light forest further
to the south. The road heads north towards Tar Valon, and southwards
towards Andor and the crown city of Caemlyn.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary >
s
s
s
Turn in the Road
The road resumes its heading north by making a gentle turn. Looking in that
direction, you see the edge of the woods, while the forest is getting slightly
more dense in the south-west.
[ obvious exits: N W ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

w
* HP:Hurt MV:Weary > Alas, you cannot go that way...

w
* HP:Hurt MV:Weary >
w
Bend in the Road
The road makes yet another turn here, this time in a south-east direction. The
woods seem to get somewhat more thick to the south, while the edge of the
forest seems to be further to the north-east.
[ obvious exits: N E S ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

s
* HP:Hurt MV:Weary >
s
Road through the Light Woods
The air is filled with the fresh, revitalizing scent of this green forest.
Although the forest is fairly light, it is filled with small bushes and under-
growth, making travel beyond the road most difficult. The road continues its
long journey, heading on north and south.
[ obvious exits: N S ]

s
* HP:Hurt MV:Weary > Road through the Light Woods
The singing of birds fill the air as you follow the road through this sparse
forest. Birch flank the road, some reaching an astounding height. Some of the
weeds and smaller trees have been cut down, denying rovers the proper foliage
to set up an ambush.
[ obvious exits: N E S W ]

* HP:Hurt MV:Weary > Road at the Edge of the Woods
The landscape is becoming more gentle and smooth, with only some small, sloping
hills as an indication of the more wild terrain south of you. The forest is
quite thin here, but seems to thicken further to the north.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary >
s
s
Road through the Hills
Low, sloping hills form the landscape, covered with bushes and an occasional
tree. South of here, the hills become more dominating, hiding the road
completely from the eye. The road goes on north, eventually entering a light
forest.
[ obvious exits: N E S W ]

w
* HP:Hurt MV:Weary > Bend in the Road
Turning and twisting between several hills, the road eventually bends, now
going east and north. The city of Tar Valon lies very far to the north, while
considerably nearer, to the south, proud Caemlyn awaits weary travelers.
[ obvious exits: N E ]
A wild stallion bucks madly.

w
w
* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary >
e
s
s
Twist in the Road
Some particularly rough-looking hills forced those who made this road to make a
turn to the west, going between a number of foreboding ridges. The terrain
right to the north is extremely unsavoury-looking, giving the impression that
one should avoid entering that wild domain, lest one would get lost and be
forced to wander aimlessly until starvation and dehydration would eventually
claim the life of the hapless traveler.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary > Road through the Hills
As you reach the summit of yet another hill, you peer out at the surrounding
area. Caemlyn is not visible to the eye, but you estimate the city's location
to be roughly to the south of you. North of you, the road is forced to make a
sharp turn, in order to get by a cluster of wild hills. Even further north, the
terrain seems to change into light woods.
[ obvious exits: N S ]

* HP:Hurt MV:Weary > Road through the Hills
Small hills cover the area, but due to the excellent condition of the road, you
are able to travel through this wild land without too much effort. The road
continues onward in a roughly north-south direction.
[ obvious exits: N S ]

* HP:Hurt MV:Weary >
s
w
w
The Tar Valon Road
Continuing your journey, you see that the terrain is gradually changing. Low,
rolling hills bespeak the presence of a wild landscape to the north, where the
road is forced to make an occasional turn in order to avoid some of the more
troublesome hills. Southwards, plains stretch as far as you can see.
[ obvious exits: N S ]
A squat border stone juts from the soil.

* HP:Hurt MV:Haggard > Alas, you cannot go that way...

* HP:Hurt MV:Haggard > Alas, you cannot go that way...

* HP:Hurt MV:Haggard >
s
Bend in the Road
Rather abruptly, the road turns in a north-east direction. To the east you spot
a small hill. Heading north would take you, after a tiring journey, all the way
to Tar Valon.
[ obvious exits: N E ]
The corpse of a gray palfrey is lying here.

* HP:Hurt MV:Haggard >
e
Bend in the Road
The road turns here, going south and west, thus evading a small hill to the
north. At the base of the hill, the remains of a camp can be discerned,
probably raised by some small merchant caravan heading south towards Caemlyn.
[ obvious exits: N S W ]
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

* HP:Hurt MV:Haggard >
s
s
The Tar Valon Road
The road continues in a north-south heading, the surroundings showing little of
interest. However, peering around you notice a bend in the road to the north,
going around a small hill.
[ obvious exits: N S ]

* HP:Hurt MV:Haggard > The Tar Valon Road
As you continue your journey, bushes start to flank the road. You strain your
eyes to discover what lies further ahead, but all you can see is the road
stretching through the plains.
[ obvious exits: N S ]
A crow is here flying around.

* HP:Hurt MV:Haggard >

Elysia speaks from the Dark 'If anyone has any game related questions, send a tell please.'

The Tar Valon Road
The settlements gradually, almost reluctantly, give way to the wilderness.
The road is in excellent condition, however, free from vegetation and
apparently well-kept in general. Looking to the south, you can see the
silhouette of Caemlyn in the distance, while the road north leads on towards
the city of Tar Valon.
[ obvious exits: N S ]
A plump pheasant pecks at the ground.

* HP:Hurt MV:Haggard > The Tar Valon Road
Just outside of Caemlyn, the smooth, wide road is in excellent condition,
perfect for fast travel. Interlocking, granite paving stones are laid in a
simple pattern, and not a blade of grass can be seen growing between the
stones. To the south, the road continues through the outskirts of Caemlyn and
going north starts the long journey to Tar Valon.
[ obvious exits: N S ]

* HP:Hurt MV:Haggard > Road through Outer Caemlyn
In the outermost part of Caemlyn the number of dwellings decreases, compared
to other parts of the city. The buildings look slightly run down, and anything
taller than two stories is a rarity. Hazarding a guess, one would say that
poorer folk live here. The road itself is still wide and smooth, but in some
places weeds grow between the paving stones. To the north, the road continues
toward Tar Valon, while taller buildings can be seen flanking the road not far
to the south.
[ obvious exits: N E S ]

* HP:Hurt MV:Haggard >
s
s
s
Road through Outer Caemlyn
Along the wide, paved road through outer Caemlyn, travel is fast and comfort-
able. Dwellings and warehouses line the sides of the road, some as many as
three stories tall. Washing hangs to dry in some of the upper stories, pointing
to the fact that the dwellings are well occupied. The road continues north
through outer Caemlyn and leads to a tall gate set in the huge wall guarding
Caemlyn proper to the south. The Braem wood grows thick to the east, and you
seem to be able to force your way through the undergrowth here.
[ obvious exits: N E S ]


Back through Cammy. Smelly yarbles don’t fink we are smart. I try and put a fast one on the them. Run through town leave no tracks. They expect me to go way gate or WB fade. But the corns on my feet have made me haggled. Sooooo… RUN EAST!!!

* HP:Hurt MV:Haggard > Outside the Northern Gate of Caemlyn
The fifty foot high wall surrounding Caemlyn is broken by two huge metal
doors. This is the great northern gate of Caemlyn, city of the Queen of Andor.
The gate looks like it could withstand the battering of an army indefinitely.
To the east and west, buildings cluster along the great wall, the upper stories
of inns towering above the tile roofs of houses, and squat warehouses. The road
itself continues south into inner Caemlyn, or north along the great road
through outer Caemlyn.
[ obvious exits: N E S ]
An iron lantern hangs from the wall above the gate.
A crow is here flying around.
A plump pheasant is here flying around.
A crow is visible flying high in the sky.

* HP:Hurt MV:Haggard > Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
A raven is visible flying high in the sky.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* HP:Hurt MV:Haggard >
e

The Caemlyn cityguard barely slashes your body.  Fuckers.
The Caemlyn cityguard joins the Caemlyn cityguard's fight!
The Caemlyn cityguard joins the Caemlyn cityguard's fight!
The Caemlyn cityguard barely slashes your right arm.
The Caemlyn cityguard barely slashes your body.
You try to blast the Caemlyn cityguard, but he parries successfully.
The Caemlyn cityguard barely tickles your body with his slash.
The Caemlyn cityguard has arrived from the east.
A loud grinding of stone on concrete resonates from above.

* HP:Hurt MV:Weary - the Caemlyn cityguard: Healthy > No way! You're fighting for your life!

* HP:Hurt MV:Weary - the Caemlyn cityguard: Healthy >
f
You panic and attempt to flee!


The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.
You flee head over heels.
The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Hurt MV:Weary >
e
e
e
The Northern Road
This road seems to circle the entire outer city. You can see the North Gate of
Caemlyn off to the west, and to the east a tower rises above the walls.
[ obvious exits: E W ]
A villager woman performs her daily routine.
A man is here.
A man is here.
A ragged looking man asks for spare coins.

* HP:Hurt MV:Weary > The Northern Road
You are on the northern side of the road which circles the outer city. The
road stretches off to the west, and curves out around a bend to the east. You
can see a large tower set in the corner of Caemlyn's outer wall. An entrance is
just to the east.
[ obvious exits: E W ]
A stout looking guard is here, walking the streets of Caemlyn.
A young woman walks by.

* HP:Hurt MV:Weary > Lord Captain Fanico of the Lion Wardens has arrived from the east.
An armored man has arrived from the east.
An armored man has arrived from the east.
An armored man has arrived from the east.
Bend in the Outer Road
The road winds west to south here, curving around the city. A large watch-tower
rises to the north allowing a view of the surrounding lands.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary >
s
s
s
Lord Captain Fanico of the Lion Wardens has arrived from the west.
An armored man has arrived from the west.
An armored man has arrived from the west.
An armored man has arrived from the west.
An Outer Road
The outer road stretches off to the south here, and curves out of sight to the
north. Also to the north, you can see a tall stone tower.
[ obvious exits: N S ]

* HP:Hurt MV:Weary > An Outer Road
You are on the eastern side of Caemlyn's outer road. The city wall rises high
above you. You can follow the road either north or south, or enter a small park
through a branch arch to the west.
[ obvious exits: N S W ]
A worker busily earns a day's pay.

* HP:Hurt MV:Weary >
An Outer Road
You are standing on an outer road which runs around the entire city. Just to
the south is the East Gate of Caemlyn, one of four entrances to the city.
The city wall rises high to the east.
[ obvious exits: N S ]

* HP:Hurt MV:Haggard >
s
e
e
Inside the Eastern Gate of Caemlyn
You are just inside the East Gate of Caemlyn. The city is larger than you
could have dreamed possible. Towering spires rise everywhere, and you are
completely overwhelmed by the sheer size and sound of crowded Caemlyn. Deep
in the city's heart you can see the Inner City and royal palace. An outer
road leads north and south along the city walls, and a wide boulevard
leads west into the city's center.
[ obvious exits: N E S W ]
You notice a lantern is hidden here.
A hunter from Illian searches for the fabled Horn of Valere.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

e
* HP:Hurt MV:Haggard > Outside the Eastern Gate of Caemlyn
Standing firmly before you to the west, the massive gates of Caemlyn guard
the capital of Andor from its enemies at night. During the day they are
open, allowing the thronging masses to leave and enter the city at will,
safe in the knowledge that the Queen's guards will keep the peace in the
town. There are forested areas to the north and east of the town, part of
the great Braem Wood that stretches for hundreds of leagues. To the south
there are hills visible in the distance, and to the east the road continues
far on its way, eventually reaching the rivertown of Aringill.
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.
A figure stands here, ready to collect unwanted things.

* HP:Hurt MV:Haggard > Caemlyn Road
Deep ruts in the road are evidence that much traffic passes this way,
on its way out of or into the grand city of Caemlyn, which lies to the west
nearby. You can go off the side of the road here to the north, into the
Braem Wood, or you can continue east or west, along the Caemlyn road.
[ obvious exits: N E W ]

* HP:Hurt MV:Haggard > Caemlyn Road
The Caemlyn Road is the oldest road in the land, running an immense
distance from east to west. It is a very busy road, and this stretch of it
is no exception, with wagons, soldiers and travellers frequent pedestrians.
The road continues to the east, and to the west it reaches Caemlyn,
somewhere in the distance. There is dense woodland to the north of the
road, part of the Braem Wood, the biggest in the land.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.

* HP:Hurt MV:Haggard >
e
Caemlyn Road
The road bends gently at this point, avoiding the Braem Wood to the east.
The ruts in the road and the rubbish by the side both point to the volume
of traffic that passes this way, most of it going in a westerly direction
towards Caemlyn. The road continues its path through the countryside to the
south.
[ obvious exits: S W ]

* HP:Hurt MV:Haggard >
p
[where ]
Players in your Zone
--------------------
Crackity - Caemlyn Road

s
* HP:Hurt MV:Haggard >
Caemlyn Road
Twisting and meandering its way between the hills to the south and the
forest to the north, the Caemlyn Road makes a turn at this point. Ruts are
one of the many signs that the traffic is heavy, fast and furious. The road
bends to the north towards Caemlyn, and to the east in the direction of
Aringill.
[ obvious exits: N E ]

* HP:Hurt MV:Haggard >
e
Caemlyn Road
The road narrows slightly at this point, and the road surface becomes more and
more uneven as successive generations of tree roots in the Braem Wood have made
their impact. The wood itself is just to the north, and some of the trees
overhang the road itself, which, as well travelled here as anywhere else,
continues to the east and west. A small dirt-packed lane leads off to the
south, somewhat neglected.
[ obvious exits: N E S W ]

* HP:Hurt MV:Haggard >
n
Razorgrass
Razorgrass has started to grow in the grass beside the road. There is also
the offspring from the trees in the forest to the north of here, the Braem
Wood. There are more razorgrasses to the east, and to the south is the main
road through Andor, although the razor grass, with its barbs pointing
against you, is too thick to let you through.
[ obvious exits: N E ]
A dirty rock lies here.
A plump pheasant is here flying around.
A long-eared rabbit is here, looking quite sick.

* HP:Hurt MV:Haggard >
r
You sit down and rest your tired bones.

* HP:Hurt MV:Haggard >
who
Players
-------
~ Lady Elysia the Lord of the Dark [Watchers Council]
Crackity the Ramshorned Trolloc
Dimst the Trolloc

3 players displayed.

p
[where ]
Players in your Zone
--------------------
Crackity - Razorgrass

* HP:Hurt MV:Haggard >
score
You have 348(420) hit and 16(220) movement points.
You have scored 105698240 experience points and 0 quest points.
You need 2801760 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are resting.

* HP:Hurt MV:Haggard >
score
You have 348(420) hit and 16(220) movement points.
You have scored 105698240 experience points and 0 quest points.
You need 2801760 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are resting.

Stand

* HP:Hurt MV:Weary >
e
e
Thick Shadows Deep In Braem Wood
Neither sunshine nor lantern light penetrates very far into the deep
shadows of this ancient wood. Muted sounds of life from nearby towns and
roads can be heard like whispers on the breeze through the trees, but the
crunch of leaves under foot and birds in the branches overhead are much
more clear.
[ obvious exits: N E S W ]

* HP:Hurt MV:Weary > Deep In Braem Wood
Deep shadows pool here, making sight difficult. Birds chirp in the branches
of the old trees here in Braem Wood, and larger beasts can be heard roaming
the area.
[ obvious exits: N E S W ]
A plump pheasant is here flying around.

* HP:Hurt MV:Weary >
e
Braem Wood Outside Aringill
Among the woods outside of Aringill the sounds of the town to the east can
be heard over the buildings. To the west, shadows are deep within Braem
Wood, concealing countless possible threats. To the north though, a wide
field of razorgrass spreads before you, bounded on the east by a wide
river.
[ obvious exits: N S W ]
A badger is rummaging about, looking for stuff to eat.
A cute brown deer eyes you nervously.

e
* HP:Hurt MV:Weary >
Alas, you cannot go that way...

* HP:Hurt MV:Weary >
s
Braem Wood Behind Aringill Shops
The sounds from Aringill waft over the walls and backs of shops into the
woods here. Children playing in the streets, merchants hawking their wares,
horses neighing. For such a small town, Aringill sounds like a very busy
place.
[ obvious exits: N S W ]
A mole is here, looking sickly.

* HP:Hurt MV:Weary >
s
Eastern Braem Wood Near Aringill Gate
Outside the western outskirts of Aringill, the gate to the town can be seen
through the trees to the south from here. The gate guards lazily stand
duty, eyeing the travelers coming and going through the gate, and
blissfully unaware of the element of crime that thrives within the city
already.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary >
p
[where ]
Players in your Zone
--------------------
Crackity - Eastern Braem Wood Near Aringill Gate

* HP:Hurt MV:Weary >
ex
Obvious exits:
North - Braem Wood Behind Aringill Shops
South - Caemlyn Road before Aringill
West - Path into the Braem Wood

* HP:Hurt MV:Weary >
score
You have 364(420) hit and 37(220) movement points.
You have scored 105698240 experience points and 0 quest points.
You need 2801760 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are standing.

* HP:Hurt MV:Weary >
s
Caemlyn Road before Aringill
Aringill marks the easternmost point of the Caemlyn road, which snakes its
way through the entire breadth of Andor, eventually reaching Baerlon, far
to the west. The way into Aringill is visible to the east, a guardpost in
the massive wall that surrounds most of the town. The back of a farm
building is visible to the south, but there is no way into it from here.
Some trees can be seen to the north, whilst to the west the Caemlyn road
starts its journey through the land.
[ obvious exits: N E W ]
A playful colt is running about here.
A playful colt is running about here.
A plodding ox wanders here.
A plodding ox wanders here.

e
* HP:Hurt MV:Weary >
Under the Aringill Wall
A wooden hut stands here under the wall, painted in the colors of Andor.
Unlike most major towns or cities, Aringill has no gate but just a
guardpost to secure its walls, which are mighty and surround almost the
entire town. A grey slabbed road can be seen going into the town to the
east, while the main road in the land to Caemlyn, Tar Valon, Whitebridge,
and even Baerlon starts just to the west.
[ obvious exits: E W ]
A sailor is here.
An experienced squadman looks you over.

* HP:Hurt MV:Weary >
e
A Paved Street
Covered with grey slabs, all the streets in Aringill look the same, and it
is only by looking at the surroundings that you can tell where you are. The
main road through the town turns north here, and to the east you can see a
gate at the back of some stables. A window in the house to the south shows
a warm, roaring fireplace, and to the west is Aringill's guardpost.
[ obvious exits: N E W ]
A playful colt is running about here.
A playful colt is running about here.
A plodding ox wanders here.

* HP:Hurt MV:Haggard >
e
The gate seems to be closed.

* HP:Hurt MV:Haggard >
op gate
Ok.

e
* HP:Hurt MV:Haggard >
Stables of the Good Queen Inn
Straw bales and riding equipment lie on the floor of this stable,
attached to the side of the Good Queen inn. The inn itself is to the south,
but there is a gate which allows you to the main street of the town, to the
west. The stables have a loft, which can be reached by going up on the
ladder.
[ obvious exits: S W U ]
A young stablehand is nearby, quietly mucking out an empty stall.

* HP:Hurt MV:Haggard >
cl gate
Ok.

* HP:Scratched MV:Haggard >
u
In the Loft
Here, up on the ladder, is the loft of the Good Queen, which is sometimes
used by travellers that cannot find a room at the inn to rent. There is hay
on the floor, in circular bales, and it looks like the sort of place that a
good night's sleep would be obtained. The stables are back down the ladder.
[ obvious exits: D ]
A ragged looking man asks for spare coins.
A young woman walks by.

* HP:Scratched MV:Haggard >
p
[where ]
Players in your Zone
--------------------
Crackity - In the Loft

[where ]
Players in your Zone
--------------------
Crackity - In the Loft
You catch a smell of horses nearby.

* HP:Scratched MV:Haggard >
d
Stables of the Good Queen Inn
Straw bales and riding equipment lie on the floor of this stable,
attached to the side of the Good Queen inn. The inn itself is to the south,
but there is a gate which allows you to the main street of the town, to the
west. The stables have a loft, which can be reached by going up on the
ladder.
[ obvious exits: S W U ]
A young stablehand is nearby, quietly mucking out an empty stall.

* HP:Scratched MV:Haggard >
w
The gate seems to be closed.

* HP:Scratched MV:Weary >
op gate
Ok.

* HP:Scratched MV:Weary >
s
The Good Queen
The Good Queen is the largest inn in town, and it is here that travelers
find their way for the night, or gather for local news, gossip and exchange
stories, reclining around the famous roaring fireplace next door. There are
some stables for horses just to the north, and in the corner there is a
fine old carved oak stairway leading to the chambers upstairs.
[ obvious exits: N S W U ]
The local reader is here, caring for the village.
A pretty lady dances gracefully to her own beat.

* HP:Scratched MV:Weary >
s
A Paved Street
Two inns face each other across the street, and both look very busy. As
befits its name, the drunken peddler to the south has evidence of drunks,
as broken glass litters its front. The inn to the north appears to favor a
better class of clientele, as people have formed orderly queues near the
door, and at least it has a sign outside its door. The commercial area of
the town is further west, and the road to both Caemlyn and the docks is
east.
[ obvious exits: N E S W ]
Roaming the streets, a volunteer squadman maintains the general peace.

* HP:Scratched MV:Weary >
e
A Paved Street
The main street through the town bends at this point, with the way to the
river and Caemlyn to the north, and the way to the commercial section to
the west. Like most of the street, the road is covered by grey tiles,
sometimes with puddles of water on them where people going to the town well
south of here have spilled their load. Couriers, riding fast horses appear
from time to time from the east, as do locals carrying their mail.
[ obvious exits: N E S W ]
Roaming the streets, a volunteer squadman maintains the general peace.
Roaming the streets, a volunteer squadman maintains the general peace.

* HP:Scratched MV:Weary >
e
Aringill's Master Blacksmith Shop
This smithy is a very simple arrangement with only a forge, anvil and a
work bench, somewhat cluttered with various pieces of iron and steel strewn
over it, all ready to be reshaped into the finest weapons. The various
precious metals in wooden crates round the walls indicate this smithy is a
place for quality weapons only. The blackened forge in the centre of the
smithy has a fire in a hearth fuelled by scorching charcoal, which is
raised off the ground in a shallow clay bowl at waist height.
[ obvious exits: W ]
The master blacksmith's forge is here, blasted by a fierce fire.
A master blacksmith is here, hard at work.

* HP:Scratched MV:Weary >

A Squadman has arrived from the west.
A Squadman tickles your left leg with his slash.

* HP:Scratched MV:Weary - a Squadman: Healthy >
w
No way! You're fighting for your life!

f
* HP:Scratched MV:Weary - a Squadman: Healthy >
PANIC! You couldn't escape!

* HP:Scratched MV:Weary - a Squadman: Healthy >

You blast a Squadman's left arm into bloody fragments!
A Squadman barely slashes your body.

* HP:Scratched MV:Weary - a Squadman: Hurt >
f
You panic and attempt to flee!


You flee head over heels.
A Paved Street
The main street through the town bends at this point, with the way to the
river and Caemlyn to the north, and the way to the commercial section to
the west. Like most of the street, the road is covered by grey tiles,
sometimes with puddles of water on them where people going to the town well
south of here have spilled their load. Couriers, riding fast horses appear
from time to time from the east, as do locals carrying their mail.
[ obvious exits: N E S W ]
Roaming the streets, a volunteer squadman maintains the general peace.

* HP:Scratched MV:Weary >
s
The Town Well
Aringill's town well stands here, in the southeastern corner of the town.
The locals come here to get their water for free, and the ground is wet
where people have spilled their buckets. The wall of the town is visible in
the distance, with soldiers patrolling on it, and the main street through
the town is just to the north. Beyond the well and to the south is a solid
wood narrow gate allowing limited access to the open countryside beyond.
Beside the rim of the well is a wooden board, showing a map of the town.
[ obvious exits: N S ]
A large stone well is here.
A gull is visible flying high in the sky.
The Aringill town crier stands here, spreading the news.

* HP:Scratched MV:Weary >
s
At a Split Rail Fence North of a Manor
Bordering a yard to the south, a low, split-rail fence, keeps livestock
penned inside. Open meadows stretch to the southwest. To the north a narrow
path leads to a narrow gate leading into the tiny river town of Aringill.
The sounds of day to day business can be heard drifting on the soft breeze.
[ obvious exits: N E ]

* HP:Scratched MV:Weary >
p
[where ]
Players in your Zone
--------------------
Crackity - At a Split Rail Fence North of a Manor

* HP:Scratched MV:Weary >
p
[where ]
Players in your Zone
--------------------
Crackity - At a Split Rail Fence North of a Manor

* HP:Scratched MV:Weary >
e
At a Split Rail Fence North of a Manor
Marking the definite edge of private property, a low, split-rail fence sits
just to the south. The manor house to the south is tall and graceful,
painted bright white with red trim, bringing to mind the uniforms of the
Queen's Guard. Aringill and its docks are visible across the water to the
north. The sound of children playing echoes from around the house.
[ obvious exits: N E S W ]

* HP:Scratched MV:Weary >
p
[where ]
Players in your Zone
--------------------
Crackity - At a Split Rail Fence North of a Manor

* HP:Scratched MV:Weary >
p
[where ]
Players in your Zone
--------------------
Crackity - At a Split Rail Fence North of a Manor

r
* HP:Scratched MV:Weary >
You sit down and rest your tired bones.  This is the place I choose to fight. Although 1 w would’ve been better.

* HP:Scratched MV:Weary >
not
You start paying increased attention to your surroundings.


* HP:Scratched MV:Weary >
*Adael* has arrived from the west.
A white destrier has arrived from the west.
A rat has arrived from the west.
A crow has arrived from the west.
A crow has arrived from the west.
A crow has arrived from the west.
The Caemlyn cityguard has arrived from the west.

score
* HP:Scratched MV:Weary >
A white destrier stops following Adael.
*Adael* starts riding a white destrier.

* HP:Scratched MV:Weary >
*Adael* leaves south riding a white destrier.
A rat leaves south.
A crow leaves south.
A crow leaves south.
The Caemlyn cityguard leaves south.


*Adael* has arrived from the south, riding a white destrier.
A rat has arrived from the south.
A crow has arrived from the south.
A crow has arrived from the south.
A crow has arrived from the south.
The Caemlyn cityguard has arrived from the south.

1
* HP:Scratched MV:Weary >
1
1
b
*Adael* scythes your left arm hard.

* HP:Scratched MV:Weary - Adael: Healthy > [kill 1.human]
You do the best you can!

* HP:Scratched MV:Weary - Adael: Healthy > [kill 1.human]
You do the best you can!

* HP:Scratched MV:Weary - Adael: Healthy > [kill 1.human]
You do the best you can!

* HP:Scratched MV:Weary - Adael: Healthy >
[bash ]


-=
+*
*+
=
*Adael* sends you sprawling with a powerful bash!

* HP:Scratched MV:Weary - Adael: Healthy >
8

*Adael* scythes your body hard.

* HP:Hurt MV:Weary - Adael: Healthy >
nod
b

The Caemlyn cityguard slashes your right leg.
*Adael* scythes your body.

* HP:Hurt MV:Weary - Adael: Healthy >  Fuckit.
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

* HP:Hurt MV:Weary - Adael: Healthy > *Adael* looks at you.
You nod in agreement.

* HP:Hurt MV:Weary - Adael: Healthy >
[bash ]


-=
+*

The Caemlyn cityguard tickles your body with his slash.
*Adael* barely scythes your body.

*
+=
-
-=
Your bash at *Adael* sends him sprawling!

* HP:Hurt MV:Weary - Adael: Scratched >
l adael

The Caemlyn cityguard tickles your body with his slash.
You blast *Adael*'s body very hard.
Dimst narrates 'snicker whats up'

* HP:Hurt MV:Weary - Adael: Scratched >
The pair of golden braids woven into his cloak indicate that
he is a member of the elite Queen's Guard, sworn to protect
Queen Morgase and the Rose Throne of Andor.

Two tiny white lion cubs watch you with curiosity from behind him.

Adael has a few scratches.

*Adael* is using:
<used as light> a mirrored lantern
<held> an oilstone
<worn on head> a rimmed round helmet
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn about body> a fine black coat of silk
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a bronze chain scourge
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Hurt MV:Weary - Adael: Scratched >

The Caemlyn cityguard barely slashes your body.
You blast *Adael*'s body very hard.
Your heartbeat calms down more as you feel less panicked.

* HP:Hurt MV:Winded - Adael: Scratched >
b
[bash ]
They already seem to be stunned.

* HP:Hurt MV:Winded - Adael: Scratched >
b

*Adael* strokes his chin thoughtfully.

* HP:Hurt MV:Winded - Adael: Scratched >
[bash ]

-
=
The Caemlyn cityguard slashes your right leg.

+
*
*+
=-
-
=
Your bash at *Adael* sends him sprawling!

* HP:Hurt MV:Winded - Adael: Scratched >

The Caemlyn cityguard slashes your right leg.
You blast *Adael*'s right leg hard.
You blast *Adael*'s right leg hard.

* HP:Hurt MV:Winded - Adael: Hurt >
nar on adael in arringall

The Caemlyn cityguard slashes your left arm hard.
You blast *Adael*'s head hard.

* HP:Hurt MV:Winded - Adael: Hurt > Ok.

* HP:Hurt MV:Winded - Adael: Hurt >
You blast *Adael*'s body very hard.

score
* HP:Hurt MV:Winded - Adael: Hurt >
HP:Hurt MP:Winded
You have scored 105704412 experience points and 0 quest points.
You need 2795588 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are fighting Adael.

b
* HP:Hurt MV:Winded - Adael: Hurt >
[bash ]
They already seem to be stunned.

* HP:Hurt MV:Winded - Adael: Hurt >
b
[bash ]


The Caemlyn cityguard barely slashes your left arm.

-
=+
*
*+
=-
-
=
The Caemlyn cityguard slashes your body.
You try to blast *Adael*, but he parries successfully.
*Adael* barely scythes your body.
You dodge a bash from *Adael* who loses his balance and falls!
Your bash at *Adael* sends him sprawling!

* HP:Wounded MV:Winded - Adael: Hurt >

The Caemlyn cityguard barely slashes your body.
You blast *Adael*'s head very hard.

* HP:Wounded MV:Winded - Adael: Hurt >
*Adael* gives the Caemlyn cityguard an order.

* HP:Wounded MV:Winded - Adael: Hurt >

You blast *Adael*'s body very hard.

nar draz here somwhere too
* HP:Wounded MV:Winded - Adael: Wounded >
Ok.

* HP:Wounded MV:Winded - Adael: Wounded >
You try to blast *Adael*, but he deflects the blow.

score
* HP:Wounded MV:Winded - Adael: Wounded >
You dodge a bash from the Caemlyn cityguard who loses his balance and falls!

* HP:Wounded MV:Winded - Adael: Wounded > HP:Wounded MP:Winded
You have scored 105706550 experience points and 0 quest points.
You need 2793450 exp to reach the next level.
You have amassed 57 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are fighting Adael.

b
* HP:Wounded MV:Winded - Adael: Wounded >

*Adael* sends you sprawling with a powerful bash!

* HP:Wounded MV:Winded - Adael: Wounded >
b

*Adael* scythes your left arm hard.

* HP:Wounded MV:Winded - Adael: Wounded >

*Adael* scythes your body.
The Caemlyn cityguard tickles your body with his slash.

* HP:Wounded MV:Winded - Adael: Wounded >
[bash ]

Cancelled.
[bash ]


-=
+
Dimst narrates 'on way' Love this guy, too. He’s a beast.

*
*+
*Adael* scythes your right leg.
The Caemlyn cityguard slashes your right hand.

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

* HP:Wounded MV:Winded - Adael: Wounded >

The Caemlyn cityguard barely slashes your left arm.
You blast *Adael*'s body very hard.

* HP:Wounded MV:Winded - Adael: Wounded >

You blast *Adael*'s body very hard.

* HP:Wounded MV:Winded - Adael: Wounded >
nar naw bro
Ok.

p
* HP:Wounded MV:Winded - Adael: Wounded >
The Caemlyn cityguard tickles your head with his slash.
You blast *Adael*'s body very hard.

* HP:Wounded MV:Winded - Adael: Wounded >
[where ]
Players in your Zone
--------------------
Crackity - At a Split Rail Fence North of a Manor
You catch a smell of horses nearby.

* HP:Wounded MV:Winded - Adael: Wounded >
b
You blast *Adael*'s head very hard.
[bash ]


*Draz* has arrived from the south, riding a playful colt.  Oh shart.
A crow has arrived from the south.
A rat has arrived from the south.

-
=+
*
The Caemlyn cityguard barely slashes your left leg.

*
*Draz* slashes your body.

+
=-
-
=
You dodge a bash from *Adael* who loses his balance and falls!
Your bash at *Adael* sends him sprawling!

* HP:Wounded MV:Winded - Adael: Wounded >

*Draz* slashes your body.
The Caemlyn cityguard barely slashes your head.
You blast *Adael*'s body very hard.

* HP:Wounded MV:Winded - Adael: Wounded >
say wtf?
Ok.

* HP:Wounded MV:Winded - Adael: Wounded >

You blast *Adael*'s body hard.

* HP:Wounded MV:Winded - Adael: Wounded >

*Adael* scythes your right leg.
The Caemlyn cityguard slashes your left leg.
You blast *Adael*'s right arm hard.

* HP:Wounded MV:Winded - Adael: Battered >
point draz

*Draz* sends you sprawling with a powerful bash!

* HP:Wounded MV:Winded - Adael: Battered >

*Adael* comforts you.

* HP:Wounded MV:Winded - Adael: Battered >
*Draz* slashes your body.
*Adael* scythes your body.
The Caemlyn cityguard slashes your right arm hard.

* HP:Battered MV:Winded - Adael: Battered >
*Draz* ponders life, the universe, and everything.

* HP:Battered MV:Winded - Adael: Battered >
say Sheesh!!!

*Draz* slashes your body with Moon Rises Over the Water.
*Adael* scythes your left foot.
The Caemlyn cityguard slashes your body hard.

* HP:Battered MV:Winded - Adael: Battered >
*Draz* says 'yxiZ _Hq sIK DC`i'

* HP:Battered MV:Winded - Adael: Battered >
You point at him.

* HP:Battered MV:Winded - Adael: Battered > Ok.

* HP:Battered MV:Winded - Adael: Battered >

*Draz* slashes your right leg with Wind and Rain.
*Adael* scythes your body.
The Caemlyn cityguard tickles your right leg with his slash.
You try to blast *Adael*, but he deflects the blow.
*Draz* points at the Caemlyn cityguard.

* HP:Battered MV:Winded - Adael: Battered >

*Adael* gives the Caemlyn cityguard an order.
The Caemlyn cityguard panics, and attempts to flee!

say We was just getting warmed up baby!!!
* HP:Battered MV:Winded - Adael: Battered >
The Caemlyn cityguard leaves north.

* HP:Battered MV:Winded - Adael: Battered > Ok.

b
* HP:Battered MV:Winded - Adael: Battered >
[bash ]


-=
+
*Adael* barely scythes your left foot.

*

*Draz* sends you sprawling with a powerful bash!

* HP:Battered MV:Winded - Adael: Battered >
b

*Draz* slashes your right arm with Wind and Rain.
*Adael* barely scythes your body.

* HP:Battered MV:Tiring - Adael: Wounded >

*Draz* says 'x@eY'

* HP:Battered MV:Tiring - Adael: Wounded >

*Draz* slashes your right leg.
*Adael* barely scythes your right hand.

* HP:Beaten MV:Tiring - Adael: Wounded >
[bash ]
*Draz* pokes you in the ribs.


-=
say Caca
+*
Cancelled.
Ok.

* HP:Beaten MV:Tiring - Adael: Wounded >
You try to blast *Adael*, but he parries successfully.

* HP:Beaten MV:Tiring - Adael: Wounded >
A rat is now a member of *Draz*'s group.
A crow is now a member of *Draz*'s group.
A rat is now a member of *Draz*'s group.
*Adael* is now a member of *Draz*'s group.
A crow is now a member of *Draz*'s group.
A rat is now a member of *Draz*'s group.

b
* HP:Beaten MV:Tiring - Adael: Wounded >
*Draz* slashes your body.
*Adael* scythes your left leg.

* HP:Beaten MV:Tiring - Adael: Wounded >
[bash ]


-=
+*
*+
=
-
*Draz* slashes your right foot.
*Adael* scythes your left foot.

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

* HP:Beaten MV:Tiring - Adael: Battered >

*Draz* gracefully changes forms to Lightning of Three Prongs.  Secsi.
*Draz* slashes your left foot hard.
You wish that your wounds would stop BLEEDING so much!

You blast *Adael*'s body extremely hard.

* HP:Beaten MV:Tiring - Adael: Battered >

You blast *Adael*'s head very hard.

* HP:Beaten MV:Tiring - Adael: Battered >
b
[bash ]
They already seem to be stunned.

* HP:Beaten MV:Tiring - Adael: Battered >
b
You blast *Adael*'s body hard.
[bash ]
They already seem to be stunned.

* HP:Beaten MV:Tiring - Adael: Battered >

*Draz* sits down and rests.  Now that is class. Thankew sir.

* HP:Beaten MV:Tiring - Adael: Battered >
b

You blast *Adael*'s body.

* HP:Beaten MV:Tiring - Adael: Battered >
[bash ]


-=
+*
*
*Adael* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!


+
=-

*Draz* stops resting, and clambers on his feet.

-
=
As *Adael* avoids your bash, you topple over and fall to the ground!

* HP:Beaten MV:Tiring - Adael: Battered >

*Adael* chuckles politely.
A rat stops following Draz.
*Draz* slashes a rat's head into bloody fragments!
A rat is dead! R.I.P.
Your blood freezes as you hear a rat's death cry.

* HP:Beaten MV:Tiring - Adael: Battered >
A rat stops following Draz.
*Draz* assumes Ribbon in the Air.
*Draz* slashes a rat's left foreleg extremely hard.
A rat panics, and attempts to flee!

* HP:Beaten MV:Tiring - Adael: Battered >
A rat leaves south.
*Draz* slashes a rat's body into bloody fragments!
A rat is incapacitated and will slowly die, if not aided.

* HP:Beaten MV:Tiring - Adael: Battered >

*Draz* slashes a rat's body into bloody fragments!
A rat is dead! R.I.P.
Your blood freezes as you hear a rat's death cry.
A rat stops following Adael.
*Adael* scythes your right arm hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Adael: Battered >
b
[bash ]


-=
+*

*Adael* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!


*
+=
-
-=
Your bash at *Adael* sends him sprawling!

* HP:Critical MV:Tiring - Adael: Battered >

You blast *Adael*'s left foot hard.

* HP:Critical MV:Tiring - Adael: Battered >

*Draz* looks at *Adael*.

* HP:Critical MV:Tiring - Adael: Battered >

You blast *Adael*'s body into bloody fragments!
You blast *Adael*'s left arm.

* HP:Beaten MV:Tiring - Adael: Beaten >

*Draz* looks at you.

* HP:Beaten MV:Tiring - Adael: Beaten >
b
[bash ]

-
=+
*
*+
=-
*Draz* sits down and rests.


-=
As *Adael* avoids your bash, you topple over and fall to the ground!

* HP:Beaten MV:Tiring - Adael: Beaten >

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


* HP:Beaten MV:Tiring - Adael: Beaten >
b
[bash ]


*Adael* clambers to his feet.

-
*Adael* scythes your right arm hard.
You wish that your wounds would stop BLEEDING so much!


=
+*
*+
=-
-
=
Your bash at *Adael* sends him sprawling!

* HP:Critical MV:Tiring - Adael: Beaten >
You blast *Adael*'s body very hard.

* HP:Critical MV:Tiring - Adael: Beaten >

You blast *Adael*'s head very hard.

* HP:Critical MV:Tiring - Adael: Beaten >

You blast *Adael*'s body hard.

* HP:Critical MV:Tiring - Adael: Critical >
b
[bash ]
They already seem to be stunned.

* HP:Critical MV:Tiring - Adael: Critical >
You blast *Adael*'s body very hard.

* HP:Critical MV:Tiring - Adael: Critical >
b

*Adael* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!

You blast *Adael*'s right arm hard.

* HP:Critical MV:Tiring - Adael: Critical >
[bash ]


-=
+*
*
*Draz* says 'tgkntz\'

+
=-

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


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

* HP:Critical MV:Tiring - Adael: Critical >
*Draz* looks at you.

* HP:Critical MV:Tiring - Adael: Critical >

*Draz* looks at *Adael*.

* HP:Critical MV:Tiring - Adael: Critical >

You blast *Adael*'s left hand hard.

* HP:Critical MV:Tiring - Adael: Critical >

You blast *Adael*'s right leg hard.

* HP:Critical MV:Tiring - Adael: Critical >
*Draz* stops resting, and clambers on his feet.

* HP:Critical MV:Tiring - Adael: Critical >
b
[bash ]


*Adael* barely scythes your left foot.
You wish that your wounds would stop BLEEDING so much!


-
=+
*Adael* panics, and attempts to flee!

*
*Adael* leaves north riding a white destrier.

*
+=
-
-
=
They're not here anymore!

* HP:Critical MV:Tiring >
*Adael* has arrived from the north, riding a white destrier.
The Caemlyn cityguard has arrived from the north.

* HP:Critical MV:Tiring >
*Adael* scythes your left arm hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Adael: Critical >
1
1
[kill 1.human]
You do the best you can!

b
* HP:Critical MV:Tiring - Adael: Critical > [kill 1.human]
You do the best you can!

* HP:Critical MV:Tiring - Adael: Critical >
*Adael* gives the Caemlyn cityguard an order.  Class.
The Caemlyn cityguard panics, and attempts to flee!
The Caemlyn cityguard leaves north.
[bash ]
*Draz* sits down and rests.

-
*Adael* tickles your body with his scythe.
You wish that your wounds would stop BLEEDING so much!


=
+*
*Draz* stops resting, and clambers on his feet.

*+
=-

-
Adael assumes a defensive striking posture.

=
As *Adael* avoids your bash, you topple over and fall to the ground!

* HP:Critical MV:Tiring >
*Adael* scythes your body.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Adael: Critical >
b
[bash ]


*Adael* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!


-
=+
*
*+
=-

-=
You try to blast *Adael*, but he parries successfully.
*Adael* scythes your right leg.
You wish that your wounds would stop BLEEDING so much!

Your bash at *Adael* sends him sprawling!

* HP:Critical MV:Tiring - Adael: Critical >

You try to blast *Adael*, but he deflects the blow.

* HP:Critical MV:Tiring - Adael: Critical >

You blast *Adael*'s body extremely hard.
*Adael* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Adael*'s death cry.

* HP:Critical MV:Tiring >

*Draz* slashes your left leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Draz: Healthy >
cac
You cackle gleefully.  Literally. My students looked at me like WTF?!!

* HP:Critical MV:Tiring - Draz: Healthy >
You try to blast *Draz*, but he deflects the blow.
A crow now follows Draz.
A crow now follows Draz.
A crow now follows Draz.
*someone* slashes your left foot.
You are mortally wounded, and will die soon, if not aided.

HP:Critical MV:Tiring >

You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
An ankle-biter hates your guts!
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here. [11]

o HP:Critical MV:Haggard >

The Guardian tells you 'Crackity, your wheel has fared poorly...'

o HP:Critical MV:Haggard >
tell dimst i killed adael draz killed me lol
score
Ok.

o HP:Critical MV:Haggard > You have 14(420) hit and 1(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are sitting.

o HP:Critical MV:Haggard >

The Guardian tells you 'Eat, drink and sleep my friend...

o HP:Critical MV:Haggard >
score
You have 14(420) hit and 1(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are sitting.

p
o HP:Critical MV:Haggard >
[where ]
You have no sense of location here.

o HP:Critical MV:Haggard >
The Guardian tells you 'Soothe your aching muscles,'

o HP:Critical MV:Haggard >

The Guardian tells you 'Rest those weary bones,'

o HP:Critical MV:Haggard >
score
You have 14(420) hit and 1(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are sitting.

o HP:Critical MV:Haggard >

The Guardian tells you '... and may tomorrow be a better day.'
Dimst tells you 'meh!'

o HP:Critical MV:Haggard >

Elysia speaks from the Dark 'This is how you mess with players: Draz narrates <h> 'wonder if meren
shows up would be funny''

o HP:Critical MV:Haggard >

The Guardian gives you some meat to help you heal.

o HP:Critical MV:Haggard >

Elysia speaks from the Dark '/send draz Meren has arrived from the east.'

o HP:Critical MV:Haggard >
pray lol
Ok.

o HP:Critical MV:Haggard >

You are hungry.

pray evil woman
o HP:Critical MV:Weary >
Ok.

o HP:Critical MV:Weary >

Elysia speaks from the Dark 'Draz narrates <h> 'kill meren''

o HP:Critical MV:Weary >
eat meat
You eat the meat.

o HP:Critical MV:Weary >
eat meat
You eat the meat.
You are full.

o HP:Critical MV:Weary >
pray i loved to do that Enters with a flash of light
Ok.

o HP:Critical MV:Weary >
score
You have 42(420) hit and 39(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are sitting.

o HP:Critical MV:Weary >
r
You rest your tired bones.

o HP:Critical MV:Weary >
stats
You are a 211 year old male trolloc warrior.
Your height is 6 feet, 5 inches, and you weigh 223.0 lbs.
You are carrying 2.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:7 Wil:8 Dex:15 Con:19.
Offensive bonus: 75, Dodging bonus: 5, Parrying bonus: 21
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your armor absorbs about 0% on average.

You are subjected to the following effects:
- NO QUIT

eq
o HP:Critical MV:Weary >
You are using:
Nothing.

o HP:Critical MV:Weary >
score
You have 42(420) hit and 39(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are resting.

o HP:Critical MV:Weary >

Elysia answers your prayer ':)'

o HP:Critical MV:Weary >
pray Ely please tell Draz thank you but he should have let me howl at the end
Ok.

o HP:Critical MV:Winded >
eq
You are using:
Nothing.

o HP:Beaten MV:Winded >
score
You have 73(420) hit and 82(224) movement points.
You have scored 104978373 experience points and 0 quest points.
You need 3521627 exp to reach the next level.
You have amassed 55 Turn points to date.
You have played 18 days and 2 hours (real time).
This ranks you as Crackity the Ramshorned Trolloc (Level 50).
You are resting.

o HP:Beaten MV:Winded >
prac
You have got 4 practice sessions left.
You are skilled in the following:
bash (Superb)
kick (Awful)
rescue (Bad)
shield parry (Awful)
axes (Superb)
clubs (Poor)
staves (Poor)
flails (Superb)
whips (Poor)
chains (Poor)
sneak (Poor)
attack (Good)
search (Good)
track (Bad)
notice (Superb)
ranger sneak (Good)
survival (Level 1)

o HP:Beaten MV:Winded >
stats
You are a 211 year old male trolloc warrior.
Your height is 6 feet, 5 inches, and you weigh 223.0 lbs.
You are carrying 2.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:7 Wil:8 Dex:15 Con:19.
Offensive bonus: 75, Dodging bonus: 5, Parrying bonus: 21
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your armor absorbs about 0% on average.

You are subjected to the following effects:
- NO QUIT

Wash them yarbles gentlmins.
Last edited by FONGLEE on Wed May 29, 2019 11:41 am, edited 2 times in total.

Zatuchly
Posts: 136
Joined: Thu Sep 27, 2018 5:35 pm

Re: The Continuing tale of Jose "Crackity" Jones

Post by Zatuchly » Wed May 29, 2019 10:38 am

You are a legend.

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: The Continuing tale of Jose "Crackity" Jones

Post by Adael » Wed May 29, 2019 11:29 am

Yeah, we had both been running around searching for you. He was nice and let me beat on you for awhile but there was no chance you were leaving alive once you zerked. Sorry friend :(, good kill on me though :P

FONGLEE
Posts: 62
Joined: Wed Jul 05, 2017 7:12 pm

Re: The Continuing tale of Jose "Crackity" Jones

Post by FONGLEE » Wed May 29, 2019 11:34 am

I just wanted to howl!!! Kudos to you both!!!

Dolens
Posts: 213
Joined: Sat Mar 21, 2015 9:05 pm

Re: The Continuing tale of Jose "Crackity" Jones

Post by Dolens » Wed May 29, 2019 12:31 pm

Log of the month because I enjoy your randomness!

Terri
Posts: 117
Joined: Sat Mar 17, 2018 1:22 pm

Re: The Continuing tale of Jose "Crackity" Jones

Post by Terri » Wed May 29, 2019 1:07 pm

I was kinda waiting for draz to get blicked resting then you kill adael and walk away.

guhadin
Posts: 140
Joined: Sun Jan 24, 2016 5:09 pm

Re: The Continuing tale of Jose "Crackity" Jones

Post by guhadin » Wed May 29, 2019 1:45 pm

LotM. Jose for Chosen.

Kudos to Draz and Adael for being sports.

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