Looking for herbs brought me to a strange and abandoned city.. The clash of metal on metal rang through the halls and a sense of urgency only a Healer would understand overcame me. I rushed to the noise and saw creatures hideous beyond belief! Both needed.. permanent healing.
Southeast Corner of the Assembly Hall
[ obvious exits: N W ]
scan n
* HP:Scratched SP:Bursting MV:Tiring > *Ghastly* is here, fighting a spectral king.
*Zarth* is here, fighting a snow-ghost.
A snow-ghost is here, fighting Ghastly.
A snow-ghost is here, fighting Ghastly.
A snow-ghost is here, fighting Zarth.
A snow-ghost is here, fighting Ghastly.
A spectral king is here, fighting Ghastly.
* HP:Scratched SP:Bursting MV:Tiring > notice
l
You start paying increased attention to your surroundings.
* HP:Scratched SP:Bursting MV:Tiring > Southeast Corner of the Assembly Hall
Bland, unsightly walls tower beside you without a blemish or anything worth
taking further notice. To the north is a throne set up on high, and beyond
it is a small, private-looking portal.
[ obvious exits: N W ]
* HP:Scratched SP:Bursting MV:Tiring > n
kill dark
Eastern Assembly Hall, Before the Stone Dais
[ obvious exits: N S W ]
A tall-backed throne is crumbling at the center of a stone dais.
*Ghastly* is here, fighting a spectral king.
*Zarth* is here, fighting a snow-ghost.
A snow-ghost is here, fighting Ghastly.
A snow-ghost is here, fighting Ghastly.
A snow-ghost is here, fighting Ghastly.
A spectral king is here, fighting Ghastly.
* HP:Scratched SP:Bursting MV:Tiring > You slice *Zarth*'s right hand.
* HP:Scratched SP:Bursting MV:Tiring - a snow-ghost: Beaten - Zarth: Hurt > embrace
channel 'Hammer of Air' h.dark
You feel the flows of saidar coursing through your body.
You begin to weave the appropriate flows...ow-ghost: Beaten - Zarth: Hurt >
=
*Zarth* crushes a snow-ghost's head into bloody fragments!
*Zarth* tries to crush you, but you deflect the blow.
*Ghastly* fails to pound a spectral king.
A spectral king tickles Ghastly's body with his crush.
A snow-ghost tickles Ghastly's left arm with her hit.
A snow-ghost tickles Ghastly's body with her hit.
A snow-ghost barely tickles Ghastly's body with her hit.
*Zarth* crushes a snow-ghost's body into bloody fragments!
A snow-ghost is dead! R.I.P.
A snow-ghost disappears into nothing.
*
*Zarth* leaves west.
=
Ok.
You mold flows of Air into a tight stream, and smite *Ghastly*.
channel 'Hammer of Air' h.dark
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten > kill dark
Ok.
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten > You do the best you can!
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten >
You barely slice *Ghastly*'s head.
*Ghastly* pounds a spectral king's body very hard.
A spectral king barely crushes Ghastly's body.
A snow-ghost barely hits Ghastly's right arm.
A snow-ghost tickles Ghastly's body with her hit.
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten > kill dark
You do the best you can!
channel 'Hammer of Air' h.dark
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten >
You lost control of Saidar!
channel 'Hammer of Air' h.dark
The ground suddenly begins to tremble violenty beneath your feet!
Ouch!
You begin to weave the appropriate flows...al king: Hurt - Ghastly: Beaten >
Cancelled.
Ok.
* HP:Scratched SP:Full MV:Tiring - a spectral king: Hurt - Ghastly: Beaten >
You slice *Ghastly*'s left arm.
*Ghastly* pounds a spectral king's body into bloody fragments!
A spectral king tickles Ghastly's body with his crush.
A snow-ghost tickles Ghastly's right leg with her hit.
A snow-ghost barely tickles Ghastly's body with her hit.
channel 'Hammer of Air' h.dark
You begin to weave the appropriate flows...al king: Wounded - Ghastly: Critical >
-
You lost control of Saidar!
channel 'Hammer of Air' h.dark
The ground suddenly begins to tremble violenty beneath your feet!
Ouch!
Ouch! You couldn't maintain the flows.
channel 'Hammer of Air' h.dark
You begin to weave the appropriate flows...ng: Wounded - Ghastly: Critical >
Cancelled.
You begin to weave the appropriate flows...
*
*Ghastly* pounds a spectral king's right arm extremely hard.
A spectral king barely crushes Ghastly's body.
A snow-ghost barely tickles Ghastly's left leg with her hit.
A snow-ghost tickles Ghastly's right arm with her hit.
*Zarth* has arrived from the west.
*
*Zarth* draws a heron marked greatsword from a jewel-encrusted scabbard with a flash of steel.
*Zarth* wields a heron marked greatsword in a two-handed grip.
=
Ok.
*Ghastly* panics, and attempts to flee!
You mold flows of air into a tight stream, sending *Ghastly* sprawling!
channel 'Hammer of Air' h.Ghastly
* HP:Hurt SP:Strong MV:Tiring - a spectral king: Wounded - Ghastly: Critical >
*Zarth* tries to slash you, but you parry successfully.
You begin to weave the appropriate flows...king: Wounded - Ghastly: Critical >
*
A spectral king crushes Ghastly's body.
A snow-ghost tickles Ghastly's right arm with her hit.
A snow-ghost barely tickles Ghastly's left leg with her hit.
*Ghastly* is stunned, but will probably regain consciousness...
=
Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
The air around *Ghastly* crushes the remaining life from him.
*Ghastly* is dead! R.I.P.
Your blood freezes as you hear *Ghastly*'s death cry.
* HP:Hurt SP:Strong MV:Tiring > kill dark
You dodge a bash from *Zarth* who loses his balance and falls!
channel 'Hammer of Air' h.dark
* HP:Hurt SP:Strong MV:Tiring - Zarth: Hurt > You do the best you can!
You begin to weave the appropriate flows... >
=
*Zarth* scowls darkly.
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' h.dark
* HP:Hurt SP:Strong MV:Tiring - Zarth: Wounded >
A snow-ghost barely tickles Zarth's right hand with her hit.
A snow-ghost joins a snow-ghost's fight!
A spectral king joins a snow-ghost's fight!
You begin to weave the appropriate flows...ded >
=
A spectral king tickles Zarth's right arm with his crush.
A snow-ghost barely tickles Zarth's body with her hit.
A snow-ghost tickles Zarth's body with her hit.
*Zarth* tries to slash you, but you deflect the blow.
*Zarth* panics, and attempts to flee!
+
*Zarth* leaves west.
=
Your target is no longer here!
channel 'Hammer of Air' h.dark
* HP:Hurt SP:Strong MV:Tiring > w
Ok.
kill dark
* HP:Hurt SP:Strong MV:Tiring > channel 'Hammer of Air' h.dark
The Assembly Hall
[ obvious exits: N E S W ]
*Zarth* is standing here.
* HP:Hurt SP:Strong MV:Tiring > *Zarth* leaves east.
They aren't here.
Nobody here by that name.ring >
channel 'Hammer of Air' h.dark
* HP:Hurt SP:Strong MV:Tiring > e
kill dark
Nobody here by that name.
* HP:Hurt SP:Strong MV:Tiring > channel 'Hammer of Air' h.dark
*Zarth* has arrived from the east.
* HP:Hurt SP:Strong MV:Tiring > *Zarth* tries to slash you, but you parry successfully.
No way! You're fighting for your life!
* HP:Hurt SP:Strong MV:Tiring - Zarth: Wounded > You do the best you can!
You begin to weave the appropriate flows...ded >
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' h.dark
You begin to weave the appropriate flows...ded >
*Zarth* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.
channel 'Hammer of Air' h.dark
* HP:Hurt SP:Strong MV:Tiring - Zarth: Wounded >
*Zarth* slashes your body into bloody fragments!
* HP:Hurt SP:Strong MV:Tiring - Zarth: Wounded > channel 'Hammer of Air' h.dark
*Zarth* slashes your body into bloody fragments!
* HP:Wounded SP:Strong MV:Tiring - Zarth: Wounded > channel 'Chill' h.dark
*Zarth* slashes your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Upper North Corner of the Assembly Hall
[ obvious exits: N E S W ]
Nobody here by that name.
channel 'Chill' h.dark
Nobody here by that name.V:Tiring >
channel 'Chill' h.dark
* HP:Battered SP:Strong MV:Tiring > e
Nobody here by that name.
* HP:Battered SP:Strong MV:Tiring > kill dark
21
*Zarth* has arrived from the south.
You begin to weave the appropriate flows...
Cancelled.
*Zarth* tries to slash you, but you deflect the blow.
You begin to weave the appropriate flows...
channel 'Chill' h.dark
Cancelled.
No way! You're fighting for your life!
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded > You do the best you can!
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded > Arglebargle, glop-glyf!?! <---- The prowess of Zarth weakens my nerves.
You begin to weave the appropriate flows...Wounded >
*
Ok.
*Zarth* shivers from the icy cold force sent by you.
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded >
You slice *Zarth*'s left arm.
ng MV:Tiring - Zarth: Wounded >
You dodge a bash from *Zarth* who loses his balance and falls!
You panic and attempt to flee!
You flee head over heels.
Northeast Corner of the Assembly Hall
[ obvious exits: E S W ]
* HP:Battered SP:Strong MV:Tiring > w
kill dark
Upper North Corner of the Assembly Hall
[ obvious exits: N E S W ]
*Zarth* is sitting here.
* HP:Battered SP:Strong MV:Tiring > You slice *Zarth*'s left leg hard.
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded >
You try to slice *Zarth*, but he deflects the blow.
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded > change wimpy 90
You will now flee if you go below 90 hit points.
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded >
You barely slice *Zarth*'s body.
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded >
You dodge a bash from *Zarth* who loses his balance and falls!
* HP:Battered SP:Strong MV:Tiring - Zarth: Wounded > channel 'Hammer of Air' h.dark
You slice *Zarth*'s right foot.
You begin to weave the appropriate flows...
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' h.dark
* HP:Battered SP:Good MV:Tiring - Zarth: Battered > TICK IN 4 SECONDS.
You begin to weave the appropriate flows...
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' h.dark
You dodge a bash from *Zarth* who loses his balance and falls!
You begin to weave the appropriate flows...
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' h.dark
You begin to weave the appropriate flows...ttered >
=
Ok.
You mold flows of air into a tight stream, sending *Zarth* sprawling!
channel 'Hammer of Air' h.Zarth
You begin to weave the appropriate flows...Beaten >
+
You feel parched from the hot weather.
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' Zarth
You begin to weave the appropriate flows...Beaten >
=
Ok.
You mold flows of Air into a tight stream, and smite *Zarth*.
channel 'Hammer of Air' Zarth
You begin to weave the appropriate flows...h: Beaten >
=
You can't summon enough energy to weave the flow. <---- Time for brute force!
release
* HP:Battered SP:Trickling MV:Tiring - Zarth: Beaten > Ok.
* HP:Battered SP:Trickling MV:Tiring - Zarth: Beaten >
You dodge a bash from *Zarth* who loses his balance and falls!
* HP:Battered SP:Trickling MV:Tiring - Zarth: Beaten > release
You aren't in touch with saidar to release anything.
* HP:Battered SP:Trickling MV:Tiring - Zarth: Beaten >
You slice *Zarth*'s right arm.
* HP:Battered SP:Trickling MV:Tiring - Zarth: Beaten >
You slice *Zarth*'s left leg hard.
kling MV:Tiring - Zarth: Critical >
*Zarth* sends you sprawling with a powerful bash!
* HP:Battered SP:Trickling MV:Tiring - Zarth: Critical > w
kill dark
*Zarth* slashes your right arm into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
The Assembly Hall
[ obvious exits: N E S W ]
* HP:Beaten SP:Trickling MV:Tiring > Western Assembly Hall
[ obvious exits: N E S W ]
* HP:Beaten SP:Trickling MV:Tiring > They aren't here.
* HP:Beaten SP:Trickling MV:Tiring > kill dark
kill dark
They aren't here.
kill dark
* HP:Beaten SP:Trickling MV:Tiring > They aren't here.
* HP:Beaten SP:Trickling MV:Tiring > *Zarth* has arrived from the north.
You slice *Zarth*'s right arm.
n
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > kill dark
kill dark
No way! You're fighting for your life!
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > You do the best you can!
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > You do the best you can!
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > look
Western Assembly Hall
Large on the point of understatement, this great room survives virtually
unscathed. Every wall is barren, and no furniture exists save a colossal
throne wrought of polished marble far to the east.
[ obvious exits: N E S W ]
*Zarth* is here, fighting YOU!
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical >
You slice *Zarth*'s right leg.
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > change wimpy 80
You will now flee if you go below 80 hit points.
ing MV:Tiring - Zarth: Critical >
You dodge a bash from *Zarth* who loses his balance and falls!
You panic and attempt to flee!
You flee head over heels.
The Assembly Hall
[ obvious exits: N E S W ]
* HP:Beaten SP:Trickling MV:Tiring > w
kill dark
Western Assembly Hall
[ obvious exits: N E S W ]
*Zarth* is standing here.
* HP:Beaten SP:Trickling MV:Tiring > You barely slice *Zarth*'s left leg.
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > change wimpy 70
You will now flee if you go below 70 hit points.
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical >
You barely slice *Zarth*'s body.
* HP:Beaten SP:Trickling MV:Tiring - Zarth: Critical > change mood wimpy
Mood changed to: Wimpy
ing MV:Tiring - Zarth: Critical >
You dodge a bash from *Zarth* who loses his balance and falls!
You panic and attempt to flee!
You flee head over heels.
The Assembly Hall
[ obvious exits: N E S W ]
* HP:Beaten SP:Trickling MV:Tiring > w
kill dark
Western Assembly Hall
[ obvious exits: N E S W ]
*Zarth* is standing here.
* HP:Beaten SP:Trickling MV:Winded > You slice *Zarth*'s body hard.
* HP:Beaten SP:Trickling MV:Winded - Zarth: Critical >
*Zarth* tries to slash you, but you parry successfully.
You slice *Zarth*'s left leg hard.
* HP:Beaten SP:Trickling MV:Winded - Zarth: Critical >
You slice *Zarth*'s body.
*Zarth* is mortally wounded, and will die soon, if not aided.
* HP:Beaten SP:Trickling MV:Winded - Zarth: Critical >
You slice *Zarth*'s left leg hard.
*Zarth* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Zarth*'s death cry.
Silence followed the wincing Wisdom as she decided it was time she head back to her gardens.
Modified title.