Post
by arjuna » Sun Dec 01, 2019 11:13 pm
For consideration for the 'best crit kill' category (Posted in Rhys' Crit Kills Thread on 11/19):
* S HP:Critical MV:Tiring > sc
You have 15(389) hit and 110(151) movement points.
* S HP:Critical MV:Tiring >
z w
[diag h.dark]
No-one by that name here.
* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.
* S HP:Critical MV:Tiring >
z w
[diag h.dark]
No-one by that name here.
* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.
* S HP:Critical MV:Tiring >
z w
Melat narrates 'ds in tear'
[diag h.dark]
No-one by that name here.
* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.
* S HP:Critical MV:Tiring > nar Yeah both crit
You narrate 'Yeah both crit'
look
Preparing to find this room on the map.
* S HP:Critical MV:Tiring > 0
Tear Banking Services
The marble ceiling, walls, roof and pillars all provide a grand background
to the bank of Tear, possibly the richest in the world. A vault can be seen
at the end of the room, guarded by iron bars holding the door in place. A
private booth, curtained for privacy, provides the place for financial
transactions. Tear is back out the doorway, beyond the westward square. A
small sign lies behind a teller's booth.
[ obvious exits: W ]
Matching room found! Correcting map position.
West: A gull is here flying around.
A well-dressed noble of Tear ambles casually in no hurry.
A banker counts several coins in a purse.
* S HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Melat - A Wide Paved Street
Arjuna - Tear Banking Services
* S HP:Critical MV:Tiring > nar Halcyon and Byrg
not
You narrate 'Halcyon and Byrg'
* S HP:Critical MV:Tiring > st
You stop paying increased attention to your surroundings.
* S HP:Critical MV:Tiring > You stop resting, and stand up.
* S HP:Critical MV:Tiring >
Melat narrates 'nod'
* S HP:Critical MV:Tiring > nar west side
You narrate 'west side'
* S HP:Critical MV:Tiring > st
You are already standing.
sc
* S HP:Critical MV:Tiring > stat
You have 29(389) hit and 110(151) movement points.
* S HP:Critical MV:Tiring > You sit down and rest your tired bones.
You sheath a pair of moonstone hilted dirks into a camouflaged hood.
not
* S HP:Critical MV:Tiring > dd
You start paying increased attention to your surroundings.
* S HP:Critical MV:Tiring > [diag h.dark]
No-one by that name here.
* S HP:Critical MV:Tiring > not
st
You stop paying increased attention to your surroundings.
* S HP:Critical MV:Tiring > You stop resting, and stand up.
* S HP:Critical MV:Tiring > draw dirk
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.
st
* S HP:Critical MV:Tiring > w
You are already standing.
n
* S HP:Critical MV:Tiring > Tear Central Square
Directly facing the Stone, drooping and elegant rows of laurel trees at the
edges mark the boundary of this square, which has wide redbrick paths
leading to a permanently-flowing fountain in the center. A white marble
building to the east has its door open, with a sign engraved above the
door. To the north and west, passers-by wander by the square. A large
banner hung at the edge of the square depicts a map of the city.
[ obvious exits: N E W ]
East: A well-dressed noble of Tear ambles casually in no hurry.
West: A Defender of the Stone serves his superiors here.
The waters of a blue-veined marble fountain pour forth here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout wooden barrel stands nearby.
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.
n
* S HP:Critical MV:Tiring > A Wide Paved Street
Paved streets, characteristic of the inner city, go off in all directions here
except to the south, where there is a small, elegant square, surrounded by
trees and with a fountain at its center. Rows and rows of houses can be seen
far to the west, and at the end of the street to the east is a massive hall
with marble pillars. The Maule, Tear's outer city, can be reached by going
north, under an archway in the inner wall. Massive and steadfast, the Stone
looms over the entire inner city to the south.
[ obvious exits: N E S W ]
North: A sailor is here.
East: An old woman stands here mixing a pouch of herbs.
South: A gull is here flying around.
West: A wild stallion bucks madly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* S HP:Critical MV:Tiring > A Wide Paved Street
The well-worn paving stones of this inner city street are very, and
uncharacteristically, defiled. The long trails of brown mud increase
further north, where the street goes under a gateway towards the Maule, the
outer city. The inner city is further south, beyond the White Crescent to
the west. Some marks have been carved onto the side of the pole.
[ obvious exits: N S ]
North: A Tairen commoner rushes by in a hurry, trampling you underfoot.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.
A Defender of the Stone maintains peace in the city.
* S HP:Critical MV:Tiring > s
w
A Wide Paved Street
Paved streets, characteristic of the inner city, go off in all directions here
except to the south, where there is a small, elegant square, surrounded by
trees and with a fountain at its center. Rows and rows of houses can be seen
far to the west, and at the end of the street to the east is a massive hall
with marble pillars. The Maule, Tear's outer city, can be reached by going
north, under an archway in the inner wall. Massive and steadfast, the Stone
looms over the entire inner city to the south.
[ obvious exits: N E S W ]
North: A sailor is here.
East: An old woman stands here mixing a pouch of herbs.
South: A gull is here flying around.
West: A wild stallion bucks madly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Defender of the Stone maintains peace in the city.
* S HP:Critical MV:Tiring > n
A Wide Paved Street
Only one open doorway can be entered amidst this curving row of houses, the
White Crescent Inn to the north. The houses follow the shape of Tear's inner
city, and the silhouette of the grey-stoned inner wall, twenty spans high, can
be seen beyond the roofs. This row of houses continues further to the south,
where the wall round the inner city meets the Stone of Tear.
[ obvious exits: N E S ]
North: A Defender of the Stone maintains peace in the city.
East: A Defender of the Stone maintains peace in the city.
South: A Defender of the Stone serves his superiors here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.
A well-dressed noble of Tear ambles casually in no hurry.
* S HP:Critical MV:Tiring > n
The White Crescent
Two wall-sized stone fireplaces with brick surrounds and beamed shelves
face each another here in the main room of the White Crescent Inn. The
tables in the corners have low-backed chairs at them, and the bar on the
far wall looks well-used and loved. A carved oak stairway leads up to the
bedrooms, which are on a long corridor facing over the street to the south.
A doorway to the west leads to the Beer Hall, a somewhat disreputable place.
[ obvious exits: S W U ]
South: A wild stallion bucks madly.
West: An old woman weaves a pattern on her loom.
Up: Cavan Lopar stands here, ready to sell lodgings.
A long wooden table offers room for patrons.
A Defender of the Stone maintains peace in the city.
An ink-smudged gleeman writes in his book.
A robust gleeman with a large white moustache stands here telling a tale.
* S HP:Critical MV:Tiring > u
Alas, you cannot go that way...
* S HP:Critical MV:Tiring > w
w
Reception of the White Crescent
Here upstairs, a corridor leads to the bedrooms, which people rent for the
night. The back and side of the inn are set directly into the inner wall,
and sometimes the footsteps of defenders can be heard during a quiet
moment. There is a window on the side wall that watches over the vast
Haddon Mirk towards the north. The inn's main room is downstairs,
from which the sounds of music floats up the stairs most evenings.
A ledger lies on a small stand.
[ obvious exits: W D ]
Down: A Defender of the Stone maintains peace in the city.
Cavan Lopar stands here, ready to sell lodgings.
* S HP:Critical MV:Tiring > A Brothel
Up the stairs, red lampshades sit behind the candles to give a hot, sensual
glow to the room. The gaudy, bawdy furniture, replete with goose-down
pillows and cupboards full of revealing silk dresses leave little to the
imagination, and the succession of sailors that go in and out this bedroom,
slightly poorer after the experience, though slightly happier, confirm this
place as the premier whorehouse in the city. A window overlooks the Stone's
docks, reached by leaving the inn downstairs.
[ obvious exits: E D ]
East: Cavan Lopar stands here, ready to sell lodgings.
Down: A guard warily scans those who pass through the Palisade Gate.
* S HP:Critical MV:Tiring > d
Alas, you cannot go that way...
* S HP:Critical MV:Tiring > w
The Anchor Inn
One of many scruffy inns in the city, the Anchor has an unrivalled
reputation with the sailors, most of which leave both poorer and happier
than when they came in. The typical taproom scene includes drunken, raucous
sailors, singing drinking songs and gambling hard. The stairway leads to a
small room upstairs, and there is a door leading west to the Chalm.
[ obvious exits: W U ]
West: A donkey wearing a patchwork blanket stands here.
A guard warily scans those who pass through the Palisade Gate.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A man gambles away his purse.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A bartender serves customers with a greedy smile.
* S HP:Critical MV:Tiring > A Muddy Dirt Street
The deep layer of mud on the streets surprises most visitors, and the local
inhabitants appear to have dealt with this by wearing small wooden
platforms on their shoes. Many sailors forego this footwear, shunning such
fripperies in favor of bare feet. They mostly come out of the shipyard to
the south, procuring supplies in the shop to the east then heading west for
their ships. The Chalm, Tear's warehouse area, continues to the north,
where the street takes an eastward turn towards the town center.
[ obvious exits: N E S W ]
North: A Defender of the Stone maintains peace in the city.
East: A guard warily scans those who pass through the Palisade Gate.
South: A Defender of the Stone maintains peace in the city.
West: *Halcyon* is standing here.
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.
* S HP:Critical MV:Tiring > z w
[scan ]
*Halcyon* is standing here.
*Byrg* is standing here.
* S HP:Critical MV:Tiring > e
The Anchor Inn
One of many scruffy inns in the city, the Anchor has an unrivalled
reputation with the sailors, most of which leave both poorer and happier
than when they came in. The typical taproom scene includes drunken, raucous
sailors, singing drinking songs and gambling hard. The stairway leads to a
small room upstairs, and there is a door leading west to the Chalm.
[ obvious exits: W U ]
West: A donkey wearing a patchwork blanket stands here.
A guard warily scans those who pass through the Palisade Gate.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A man gambles away his purse.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A bartender serves customers with a greedy smile.
* S HP:Critical MV:Tiring > t melat 2w anchor inn
You tell Melat '2w anchor inn'
z w
* S HP:Critical MV:Tiring > not
[scan ]
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.
* S HP:Critical MV:Tiring > You start paying increased attention to your surroundings.
* S HP:Critical MV:Tiring > dd
z w
[diag h.dark]
No-one by that name here.
* S HP:Critical MV:Tiring > [scan ]
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.
* S HP:Critical MV:Tiring >
Melat narrates 'on'
* S HP:Critical MV:Tiring > t melat I too crit to hit
Melat narrates 'dock'
You tell Melat 'I too crit to hit'
* S HP:Critical MV:Tiring > w
A Muddy Dirt Street
The deep layer of mud on the streets surprises most visitors, and the local
inhabitants appear to have dealt with this by wearing small wooden
platforms on their shoes. Many sailors forego this footwear, shunning such
fripperies in favor of bare feet. They mostly come out of the shipyard to
the south, procuring supplies in the shop to the east then heading west for
their ships. The Chalm, Tear's warehouse area, continues to the north,
where the street takes an eastward turn towards the town center.
[ obvious exits: N E S W ]
North: A Defender of the Stone maintains peace in the city.
East: A guard warily scans those who pass through the Palisade Gate.
South: A Defender of the Stone maintains peace in the city.
West: A Defender of the Stone serves his superiors here.
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.
* S HP:Critical MV:Tiring > z w
kill dark
kill dark
[scan ]
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is here, fighting Byrg, riding a Tairen destrier.
*Halcyon* is standing here.
*Byrg* is here, fighting Melat.
* S HP:Critical MV:Tiring > They aren't here.
* S HP:Critical MV:Tiring > They aren't here.
* S HP:Critical MV:Tiring > w
kill dark
kill dark
The City Docks
Wet and dark, the large flat stones of Tear's docks nevertheless provide a
firm footing for the dockmen to toss ropes to the sailors on the vessels
trying to dock. Dozens of small fishing vessels sway to the river's tides
just to the north, and to the east the tops of towers can be seen beyond
the wall of dark gray stone. The Chalm, the rough and muddy warehouse
district of Tear, nestles up to the wall in the foreground. Most dominant
of all is the Stone of Tear, banner flying in the wind. A faded sign stands
at an angle.
[ obvious exits: N E S ]
North: A large, silvery fish is gliding through the water.
East: A donkey wearing a patchwork blanket stands here.
South: Just below the surface of the water you see a cloud of finger sized fish.
A well balanced throwing spike is here, plume attached.
A length of thick rope is looped into a coil.
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is sitting here, riding a Tairen destrier.
*Halcyon* is standing here.
*Byrg* is here, fighting Melat.
* S HP:Critical MV:Tiring > not
You try to stab *Halcyon*, but he deflects the blow.
kill dark
* S HP:Critical MV:Tiring - Halcyon: Critical > kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Halcyon: Critical > You stop paying increased attention to your surroundings.
* S HP:Critical MV:Tiring - Halcyon: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Halcyon: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk
*Halcyon* tries to stab you, but you parry successfully.
You try to stab *Halcyon*, but he parries successfully.
*Byrg* blasts Melat's right leg very hard.
* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.
* S HP:Critical MV:Tiring - Halcyon: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.
You throw a throwing spike at *Halcyon*.tical >
* S HP:Critical MV:Tiring - Halcyon: Critical >
*Halcyon* tries to stab you, but you parry successfully.
*Byrg* blasts Melat's left arm very hard.
* S HP:Critical MV:Tiring - Halcyon: Critical >
*Halcyon* panics, and attempts to flee!
* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk
A throwing spike arcs through the air.
* S HP:Critical MV:Tiring - Halcyon: Critical > You are not wielding a weapon.
* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* deflects a throwing spike that was thrown at him.
You wield a pair of moonstone hilted dirks with both hands.
* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.
* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* leaves east.
You try to quietly draw a throwing spike from a set of cloth sleeves.
* S HP:Critical MV:Tiring > *Byrg* blasts Melat's left arm into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
Throw at who?
* S HP:Critical MV:Tiring > You sheath a throwing spike into a camouflaged hood.
* S HP:Critical MV:Tiring > kill dark
You wield a pair of moonstone hilted dirks with both hands.
* S HP:Critical MV:Tiring > kill dark
You barely stab *Byrg*'s right leg.
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You do the best you can!
rem dirk
draw spike
throw
sheath
wi dirk
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You stab *Byrg*'s right leg.
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You stop using a pair of moonstone hilted dirks.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You try to quietly draw a throwing spike from a camouflaged hood.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > The fighting is too thick for you to be able to aim properly!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You sheath a throwing spike into a camouflaged hood.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You wield a pair of moonstone hilted dirks with both hands.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten >
You barely stab *Byrg*'s right leg.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > i
You are carrying:
Nothing.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > kill dark
kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > l
You stab *Byrg*'s right arm.
Melat pounds *Byrg*'s body hard.
*Byrg* blasts Melat's head hard.
*Halcyon* tries to stab you, but you deflect the blow.
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > The City Docks
Wet and dark, the large flat stones of Tear's docks nevertheless provide a
firm footing for the dockmen to toss ropes to the sailors on the vessels
trying to dock. Dozens of small fishing vessels sway to the river's tides
just to the north, and to the east the tops of towers can be seen beyond
the wall of dark gray stone. The Chalm, the rough and muddy warehouse
district of Tear, nestles up to the wall in the foreground. Most dominant
of all is the Stone of Tear, banner flying in the wind. A faded sign stands
at an angle.
[ obvious exits: N E S ]
North: A large, silvery fish is gliding through the water.
East: A donkey wearing a patchwork blanket stands here.
South: Just below the surface of the water you see a cloud of finger sized fish.
A well balanced throwing spike is here, plume attached. [2]
A length of thick rope is looped into a coil.
*Halcyon* is here, fighting YOU!
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is here, fighting Byrg, riding a Tairen destrier.
*Byrg* is here, fighting Melat.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You stab *Byrg*'s left foot.
Melat pounds *Byrg*'s left leg hard.
*Byrg* blasts Melat's right leg.
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
Melat gives a Defender of the Stone an order.
A Defender of the Stone joins Melat's fight!
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
You barely stab *Byrg*'s body.
Melat pounds *Byrg*'s body.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
A Defender of the Stone tries to hit Halcyon, but he deflects the blow.
*Halcyon* tries to stab you, but you parry successfully.
You tickle *Byrg*'s body with your stab.
Melat pounds *Byrg*'s right leg.
You do the best you can!
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical >
Halcyon assumes an offensive striking posture.
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
Melat gives a Defender of the Stone an order.
You do the best you can!
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
*Byrg* sends Melat sprawling with a powerful bash!
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
A Defender of the Stone tries to hit Halcyon, but he dodges the attack.
*Halcyon* tries to stab you, but you deflect the blow.
You tickle *Byrg*'s body with your stab.
*Byrg* is incapacitated and will slowly die, if not aided.
*Halcyon* tries to stab you, but you deflect the blow.
You stab *Byrg*'s right leg hard.
*Byrg* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
You gain a level!
Your blood freezes as you hear *Byrg*'s death cry.
* S HP:Critical MV:Tiring > kill dark
You try to stab *Halcyon*, but he parries successfully.
* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk
You do the best you can!
* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.
* S HP:Critical MV:Tiring - Halcyon: Critical > You try to quietly draw a throwing spike from a camouflaged hood.
You throw a throwing spike at *Halcyon*.tical >
* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk
A throwing spike arcs through the air.
* S HP:Critical MV:Tiring - Halcyon: Critical > You are not wielding a weapon.
* S HP:Critical MV:Tiring - Halcyon: Critical > You wield a pair of moonstone hilted dirks with both hands.
* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* deflects a throwing spike that was thrown at him.
A Defender of the Stone tries to hit Halcyon, but he dodges the attack.
*Halcyon* tries to stab you, but you parry successfully.
You stop using a pair of moonstone hilted dirks.
* S HP:Critical MV:Tiring - Halcyon: Critical > Halcyon assumes a defensive striking posture.
You try to quietly draw a throwing spike from a jeweled wristcuff.
*Halcyon* stabs your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
You throw a throwing spike at *Halcyon*.
* S HP:Critical MV:Tiring - Halcyon: Critical >
A throwing spike arcs through the air.
* S HP:Critical MV:Tiring - Halcyon: Critical >
Melat gives a Defender of the Stone an order.
* S HP:Critical MV:Tiring - Halcyon: Critical >
Melat gives a Defender of the Stone an order.
* S HP:Critical MV:Tiring - Halcyon: Critical >
A throwing spike rips through *Halcyon*'s guts as he collapses to the ground.
*Halcyon* 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 *Halcyon*'s death cry.