Davor logs on NOT to PK

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Davor
Posts: 417
Joined: Wed Mar 18, 2015 9:38 pm

Davor logs on NOT to PK

Post by Davor » Tue Feb 23, 2021 10:44 am

I had heard rumors that I could exchange/repair this heron marked longsword for 2 jcuffs and a 50% chance of success.

Time to do some research!

* HP:Healthy MV:Full > tel helgi know where zamora is?
You tell Helgi 'know where zamora is?'

* HP:Healthy MV:Full >
The master of scouts bellows 'Incoming message!!'

* HP:Healthy MV:Fresh >
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'

* HP:Healthy MV:Fresh >
Helgi tells you 'on tremalking....it is far to the east and north of the city'

* HP:Healthy MV:Fresh >
The master of scouts bellows 'Incoming message!!'
The master of scouts bellows 'Incoming message!!'

* HP:Healthy MV:Fresh >
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'
The master of scouts bellows 'Turg was spotted in The Yard BeforetheMonastery'

* HP:Healthy MV:Fresh >
Helgi tells you 'i never actually been there but saw it on maps on wiki...'

* HP:Healthy MV:Fresh >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh > reply nod
who
You reply to Helgi 'nod'

* HP:Healthy MV:Fresh > Players
-------
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier
Helgi al'brawdrifynn, the sea merchant... [Kandori Merchants' Guild]
Surryk of Rampore
Skythe the Silverpike (Idle)
Arctus of Two Rivers
Tazok of Saldaea

7 players displayed.

* HP:Healthy MV:Fresh >
A Shienaran guard leaves south.

* HP:Healthy MV:Fresh >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
A black cat has arrived from the south.

* HP:Healthy MV:Fresh >
The Wheel of Time turns towards the Light...

* HP:Healthy MV:Fresh >
A black cat leaves south.

Time to get the jcuffs!

* HP:Healthy MV:Fresh >
Your Friend has entered the game.

* HP:Healthy MV:Fresh > l Your Friend

Your Friend is in excellent condition.

Your Friend is using:
<worn on head> a full metal helmet and visor
<worn on body> a shining steel breastplate
<worn on arms> a pair of ebony-steel plate vambraces
<worn around wrist> a sungwood bracelet
<wielded> an emerald-hilted foil
<worn about waist> a bronze belt of odd design
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

snick
* HP:Healthy MV:Fresh > You snicker softly.

* HP:Healthy MV:Fresh >
Your Friend gives you a jeweled wristcuff.
Your Friend gives you a jeweled wristcuff.
Your Friend gives you a silver Kandori wristcuff.

* HP:Healthy MV:Fresh > give kandori Your Friend
You give a silver Kandori wristcuff to Your Friend .

* HP:Healthy MV:Fresh > put all pack
who
You put a jeweled wristcuff in a backpack.
You put a jeweled wristcuff in a backpack.
You put seventeen coppers in a backpack.
You put twelve crowns in a backpack.

* HP:Healthy MV:Fresh > Players
-------
Your Friend of Tarabon
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier
Helgi al'brawdrifynn, the sea merchant... [Kandori Merchants' Guild]
Surryk of Rampore
Arctus of Two Rivers
Tazok of Saldaea

7 players displayed.

More research:

* HP:Healthy MV:Fresh > tel jaxon know how to get to east tremalking and zamora?
You tell Jaxon 'know how to get to east tremalking and zamora?'

* HP:Healthy MV:Fresh > lis
1. 1 item stored for 273 days, no rent due.
a receipt for a bone club
2. 1 item stored for 121 days, no rent due.
a mixing flask
3. 1 item stored for 99 days, no rent due.
a half-cape of silk-lined leather
4. 1 item stored for 29 days, 1 gold crown and 9 coppers rent due.
a brass hilted general's sword
5. 1 item stored for 18 days, 18 coppers rent due.
a pair of thick, gold-plated greaves
6. 1 item stored for 9 days, 1 gold crown and 8 coppers rent due.
a tinful of a black, foul liquid
7. 1 item stored for 4 days, 1 gold crown and 11 coppers rent due.
a shimmering chain of gold
8. 1 item stored for 2 days, 10 coppers rent due.
a dagger of green jade

* HP:Healthy MV:Fresh >
Jaxon tells you 'I do. However, I'm at work and on a phone so I'm just here for chats mainly.'

* HP:Healthy MV:Fresh >
Jaxon tells you 'Got DS there?'

* HP:Healthy MV:Fresh >
You are hungry.

* HP:Healthy MV:Fresh > reply nah i wanted to go check out rare trade in
l
You reply to Jaxon 'nah i wanted to go check out rare trade in'

WotMUD WikI tells me it is in Tremalking. What the firetruck is a tremalking? I spent 10 minutes studying maps and trying to find connecting zones. Maybe a ship will just drop me there.

More research:


* R HP:Healthy MV:Fresh > tel skyre know where zamora is?
You tell Skyre 'know where zamora is?'

* R HP:Healthy MV:Fresh >
Skyre tells you 'yeah'

* R HP:Healthy MV:Fresh >
Skyre tells you 'just slightly ne of mayene gate there's an entrance down..stone something'

* R HP:Healthy MV:Fresh >
Skyre tells you 'it's down there'

* R HP:Healthy MV:Fresh >
Skyre tells you 'dont sneak when you go in.'

* R HP:Healthy MV:Fresh >
Skyre tells you 'it's an inverted L shape'

* R HP:Healthy MV:Fresh >
The gleeman has arrived from the south.

* R HP:Healthy MV:Fresh >
Skyre tells you 'top right end will be a wood'

* R HP:Healthy MV:Fresh >
Skyre tells you 'take the wood. that's your ticket out'

* R HP:Healthy MV:Fresh >
Skyre tells you 'end of top right corner..type swim east to get out but it will eat some hp'

* R HP:Healthy MV:Fresh > reply swim?
You reply to Skyre 'swim?'

* R HP:Healthy MV:Fresh >
Skyre tells you 'yeah swim east'

* R HP:Healthy MV:Fresh >
Skyre tells you 'you need the wood to be in your inventory'

* R HP:Healthy MV:Fresh >
Skyre tells you 'when you swim east'

* R HP:Healthy MV:Fresh >
The gleeman leaves west.

* R HP:Healthy MV:Fresh >
Skyre tells you 'else you drown'

* R HP:Healthy MV:Fresh >
The gleeman has arrived from the west.

* R HP:Healthy MV:Fresh > reply oh dear
You reply to Skyre 'oh dear'

* R HP:Healthy MV:Fresh > reply says there are docks in mayene, any ships from tv go there?
You reply to Skyre 'says there are docks in mayene, any ships from tv go there?'

* R HP:Healthy MV:Fresh >
Skyre tells you 'i know nothing about ships im afraid'


I go south of TV for the first time in many years:

* R HP:Healthy MV:Fresh > cal
Gate to Alindaer
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A man is here.
A man meanders here, quietly speaking to himself.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* R HP:Healthy MV:Fresh > w
You don't see a closed gate.

w
* R HP:Healthy MV:Fresh > Bridge Over the Alindrelle
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a human leaving west.
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > Bridge Over the Alindrelle
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a human leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > w
w
Foot of the Bridge
[ obvious exits: E S ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving south.
There are some tracks of a humanoid leaving south.
A gray palfrey prances skittishly nearby, being ridden by you.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A balding, sour-faced officer checks everyone passing by.

w
* R HP:Healthy MV:Fresh > Alas, you cannot go that way...

* R HP:Healthy MV:Fresh > Alas, you cannot go that way...

* R HP:Healthy MV:Fresh > s
s
s
Thoroughfare of Alindaer
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
A gray palfrey prances skittishly nearby, being ridden by you.
An ambitious man stands here, scheming.

s
* R HP:Healthy MV:Fresh > s
Thoroughfare of Alindaer
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving south.
There are some tracks of a humanoid leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > s
Market Square
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.
A traveler trudges by.
A bearded coachman stands here, waiting for passengers.
A wild stallion bucks madly.
The Alindaer town crier stands here, spreading the news.

* R HP:Healthy MV:Fresh > s
Thoroughfare of Alindaer
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A squat border stone juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > At a Junction of Roads
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving south.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > On the Shores of the Erinin
[ obvious exits: N E ]
There are some tracks of an animal leaving north.
A one person canoe rests on the ground. [2]
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > Alas, you cannot go that way...

* R HP:Healthy MV:Fresh > n
w
At a Junction of Roads
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving south.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: E S ]
There are some tracks of a ridden mount leaving east.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > s
The Tar Valon Road
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > The Tar Valon Road
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

s
* R HP:Healthy MV:Fresh > s
s
The Tar Valon Road
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Fresh > Rounding the Bend
[ obvious exits: N W ]
There are some tracks of a ridden mount leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.


I stop in Caemlyn as I have 2 spare pracs to maximize my chances of success:

o HP:Healthy MV:Full > The Caretaker's Cottage
[ obvious exits: S ]
A young woman walks by.
Vatrin Al'Jarvis, caretaker of Caemlyn Park, stands quietly by.

* HP:Healthy MV:Full > prac search
prac search
You practice for a while...
You now have 72% knowledge of this skill and 1 practice sessions left.

* HP:Healthy MV:Full > You practice for a while...
You now have 78% knowledge of this skill and 0 practice sessions left.

* HP:Healthy MV:Full > take lantern pack
You get a mirrored lantern from a backpack.

* HP:Healthy MV:Full > hold lantern
s
e
You hold a mirrored lantern above your head.

My ZK is good enough to get to Baerlon. From here I'm fucked.

* R HP:Healthy MV:Weary > Before the Gate
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Baerlon stands ready to protect the city and its citizens.
A guard of Baerlon stands ready to protect the city and its citizens.
A guard of Baerlon stands ready to protect the city and its citizens.

Running south and west and map dependant

* R HP:Healthy MV:Winded > n
Misty Westwood Forest
[ obvious exits: S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A squat border stone juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
A cute brown deer eyes you nervously.
An elk cow nibbles on some greenery.
A wild boar runs through the forest.
A wild boar runs through the forest.
A wild boar runs through the forest.

* R HP:Healthy MV:Winded > w
Flower Patch in the Westwood
[ obvious exits: E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A clear pond lies undisturbed here, unmarred waters offering a clean reflection.
A long stem of crimson-colored rose blooms here.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Winded > w
Among the Ginkgo Biloba Trees
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Winded > w
Flowered Vines
[ obvious exits: N E S W ]
There are some tracks of an animal leaving north.
There are some tracks of a tree leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.
A fox is here, hunting for rabbits.

w
* R HP:Healthy MV:Winded > w
w
Towering Maples
[ obvious exits: N E S W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
A gray palfrey prances skittishly nearby, being ridden by you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Healthy MV:Winded > w
Deep in the Wild Flax
[ obvious exits: N E S W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Winded > Among the Giant Honey Flowers
[ obvious exits: N E W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.
A woodpecker is here flying around.
An elk cow nibbles on some greenery.
With gleaming dark fur a mink growls here.

* R HP:Healthy MV:Winded > Slight Descent
[ obvious exits: N E D ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving down.
A gray palfrey prances skittishly nearby, being ridden by you.
A bee busily flies from plant to plant.

* R HP:Healthy MV:Winded > save
d
Saving Davor.

* R HP:Healthy MV:Winded > Winding Path
[ obvious exits: S U ]
There are some tracks of an animal leaving up.
There are some tracks of an animal leaving up.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy MV:Winded > u
Slight Descent
[ obvious exits: N E D ]
There are some tracks of a ridden mount leaving down.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
A gray palfrey prances skittishly nearby, being ridden by you.
A bee busily flies from plant to plant.

SUCCESS!!

* R HP:Healthy MV:Tiring > w
Inside the Eastern Gate of Bandar Eban
[ obvious exits: N E W U ]
An iron lantern hangs from the wall above the gate.
A gray palfrey prances skittishly nearby, being ridden by you.
Standing here, eyeing you with suspicion, is a Bandar Eban gate guard.
Standing here, eyeing you with suspicion, is a Bandar Eban gate guard.
Standing here, eyeing you with suspicion, is a Bandar Eban gate guard.
Standing here, eyeing you with suspicion, is a Bandar Eban gate guard.
Standing here, eyeing you with suspicion, is a Bandar Eban gate guard.

* R HP:Healthy MV:Tiring > w
Eastern End of the Domani Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A tall Domani man is standing here, stroking his moustache.

w
* R HP:Healthy MV:Tiring > w
The Domani Avenue
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Bandar Eban is patrolling the streets.
An elegant Domani lady is standing here, looking around for something.
A sultry Domani woman with copper skin is standing here.

w
* R HP:Healthy MV:Tiring > The Domani Avenue
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Bandar Eban is patrolling the streets.
A man gambles away his purse.
A sultry Domani woman with copper skin is standing here.
A sailor is here.
A guard of Bandar Eban is patrolling the streets.
A gull is here flying around.
A gull is here flying around.

w
* R HP:Healthy MV:Tiring > The Domani Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Bandar Eban is patrolling the streets.
An elite guard of Bandar Eban is standing here, looming over all others.
A rich-looking merchant counts his earnings.

w
* R HP:Healthy MV:Tiring > The Domani Avenue
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Bandar Eban is patrolling the streets.

* R HP:Healthy MV:Tiring > The Domani Avenue
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A guard of Bandar Eban is patrolling the streets.
A man gambles away his purse.
A scruffy-looking man casually stands here, looking aloof.

* R HP:Healthy MV:Tiring >
A ruffian tries to pound you, but you dodge the attack.
You slash a ruffian's right arm into bloody fragments!
A ruffian tries to pound you, but you deflect the blow.

* R HP:Healthy MV:Tiring - a ruffian: Wounded > inv
You are carrying:
a water skin

* R HP:Healthy MV:Tiring - a ruffian: Wounded >
You slash a ruffian's right arm into bloody fragments!
You swiftly dodge a ruffian's attempt to pound you.

* R HP:Healthy MV:Tiring - a ruffian: Beaten > l in pack
backpack (used) :
twelve gold crowns
seventeen copper pennys
[2] a jeweled wristcuff
[2] a bunch of fireworks
[4] a thin vial of yellow fluid
a bubbling draught
[3] a package of iron rations
[2] a stable ticket
an oilstone

* R HP:Healthy MV:Tiring - a ruffian: Beaten >
You slash a ruffian's body into bloody fragments!
A ruffian is dead! R.I.P.
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a ruffian's death cry.

* R HP:Healthy MV:Tiring > w
Arandi Square
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A sailor is here.
The Bandar Eban town crier stands here, spreading the news.
A rich-looking merchant counts his earnings.

* R HP:Healthy MV:Tiring > s
s
The Palace Boulevard
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A Domani lord stalks by briskly.

* R HP:Healthy MV:Tiring > Your mount is too exhausted.

* R HP:Healthy MV:Tiring > dism
s
e
You stop riding him.

* HP:Healthy MV:Tiring > The Palace Boulevard
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A guard of Bandar Eban is patrolling the streets.
An elite guard of Bandar Eban is standing here, looming over all others.
A tall Domani man is standing here, stroking his moustache.
A surly man fixes you with a greedy smile.

* HP:Healthy MV:Tiring > The Royal Bank
[ obvious exits: W ]
An elite guard of Bandar Eban is standing here, looming over all others.
An elite guard of Bandar Eban is standing here, looming over all others.
A sneaky man in fine clothing is standing here.
A banker counts several coins in a purse.

* HP:Healthy MV:Tiring > bal
Ok.
A banker whispers to you 'Your balance is the equivalent of 18000 copper.'

* HP:Healthy MV:Tiring > with 3000
Ok.
A banker tells you '3000 copper has been deducted from your account.'

* HP:Healthy MV:Tiring > w
The Palace Boulevard
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A guard of Bandar Eban is patrolling the streets.
An elite guard of Bandar Eban is standing here, looming over all others.
A tall Domani man is standing here, stroking his moustache.
A surly man fixes you with a greedy smile.

w
* HP:Healthy MV:Tiring > w
Alas, you cannot go that way...

* HP:Healthy MV:Tiring > Alas, you cannot go that way...

s
* HP:Healthy MV:Tiring > w
A Small Square
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A fountain is here, offering clear blue water to all.
An elite guard of Bandar Eban is standing here, looming over all others.
An Illuminator's assistant stands here carrying some colored tubes.

w
* HP:Healthy MV:Tiring > Bandar Lane
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old man hobbles slowly on his way.

w
* HP:Healthy MV:Tiring > Bandar Lane
[ obvious exits: E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elegant Domani lady is standing here, looking around for something.

* HP:Healthy MV:Tiring > s
Alas, you cannot go that way...

* HP:Healthy MV:Tiring > s
Bandar Lane
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A tall Domani man is standing here, stroking his moustache.

* HP:Healthy MV:Tiring > Alas, you cannot go that way...

* HP:Healthy MV:Tiring > w
Bandar Lane
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A guard of Bandar Eban is patrolling the streets.
A guard of Bandar Eban is patrolling the streets.

* HP:Healthy MV:Tiring > s
The Southern Street
[ obvious exits: N S W ]
A tall Domani man is standing here, stroking his moustache.
A tall Domani man is standing here, stroking his moustache.

s
* HP:Healthy MV:Tiring > The Southern Street
[ obvious exits: N E S ]

* HP:Healthy MV:Winded > s
Bend in the Southern Street
[ obvious exits: N E ]

* HP:Healthy MV:Winded > n
n
The Southern Street
[ obvious exits: N E S ]

* HP:Healthy MV:Winded > The Southern Street
[ obvious exits: N S W ]
A tall Domani man is standing here, stroking his moustache.
A tall Domani man is standing here, stroking his moustache.

* HP:Healthy MV:Winded > w
w
The Southern Street
[ obvious exits: E W ]
A simple man blends into the crowd of the city.
An elite guard of Bandar Eban is standing here, looming over all others.

* HP:Healthy MV:Winded > The Harbor of Bandar Eban
[ obvious exits: N E S ]
A tall Domani man is standing here, stroking his moustache.
A sailor is here.
An elite guard of Bandar Eban is standing here, looming over all others.
A guard of Bandar Eban is patrolling the streets.

* HP:Healthy MV:Winded > s
s
End of the Pier
[ obvious exits: N U ]
An elegant Domani lady is standing here, looking around for something.

* HP:Healthy MV:Winded > Alas, you cannot go that way...

* HP:Healthy MV:Winded > l
End of the Pier
A dead end makes it impossible to follow the pier further south. Some
sailcloth lies off to the side here, forgotten by some sailor or perhaps
thrown away by the skipper of one of the ships. Since the sea is west and
the side of a stone building to the east, north is the only way to go. A
sign is posted at the end of the pier.
[ obvious exits: N U ]
An elegant Domani lady is standing here, looking around for something.

* HP:Healthy MV:Winded > l lady
All of her clothes suggest she must be the wife of a wealthy merchant or
shopkeeper, or perhaps she herself owns a tavern somewhere in the city. Her
appearance is that of a true lady, calm and dignified, and the faintest
scent of some exotic flower hangs about her. Her blue eyes seem to look for
something, but they do not say what.

A Domani lady is in excellent condition.

a Domani lady is using:
<worn about waist> a thin, decorative belt
<worn on legs> a gray riding dress of fine linen
<worn on feet> a pair of elegant leather slippers

* HP:Healthy MV:Tiring > l sign
The Sea Wind departs for Tremalking promptly at:
8:00 AM and 8:00 PM
Arrive early to book your passage!
Only experienced travellers are permitted on board!


Now how the firetruck do ships work.

* HP:Healthy MV:Tiring > say how much
You say 'how much'

* HP:Healthy MV:Tiring > say cost
You say 'cost'

* HP:Healthy MV:Tiring > say passage
You say 'passage'

Is she a sailor?


* HP:Healthy MV:Tiring > l lady
All of her clothes suggest she must be the wife of a wealthy merchant or
shopkeeper, or perhaps she herself owns a tavern somewhere in the city. Her
appearance is that of a true lady, calm and dignified, and the faintest
scent of some exotic flower hangs about her. Her blue eyes seem to look for
something, but they do not say what.

A Domani lady is in excellent condition.

a Domani lady is using:
<worn about waist> a thin, decorative belt
<worn on legs> a gray riding dress of fine linen
<worn on feet> a pair of elegant leather slippers


* HP:Healthy MV:Tiring > l
End of the Pier
A dead end makes it impossible to follow the pier further south. Some
sailcloth lies off to the side here, forgotten by some sailor or perhaps
thrown away by the skipper of one of the ships. Since the sea is west and
the side of a stone building to the east, north is the only way to go. A
sign is posted at the end of the pier.
[ obvious exits: N U ]
An elegant Domani lady is standing here, looking around for something.

* HP:Healthy MV:Tiring > stat
who
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 6.0 lbs and wearing 55.3 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- WARDER BOND to taleena

* HP:Healthy MV:Tiring > Players
-------
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier
Helgi al'brawdrifynn, the sea merchant... [Kandori Merchants' Guild]
Arctus of Two Rivers
Tazok of Saldaea

7 players displayed.

* HP:Healthy MV:Tiring > notice
l
You start paying increased attention to your surroundings.

* HP:Healthy MV:Tiring > End of the Pier
A dead end makes it impossible to follow the pier further south. Some
sailcloth lies off to the side here, forgotten by some sailor or perhaps
thrown away by the skipper of one of the ships. Since the sea is west and
the side of a stone building to the east, north is the only way to go. A
sign is posted at the end of the pier.
[ obvious exits: N U ]
An elegant Domani lady is standing here, looking around for something.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Davor - End of the Pier

* HP:Healthy MV:Tiring >
A Domani lady leaves north. - NO I DONT THINK SHE WANTS TO SAIL

MORE RESEARCH

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Davor - End of the Pier

* HP:Healthy MV:Tiring >
Helgi chats 'not sure i only use the free boats....'

* HP:Healthy MV:Tiring >
A guard of Bandar Eban has arrived from the north.

* HP:Healthy MV:Tiring >
An adventuring ogier bellows 'I have replenished my supplies and am ready to leave the city again'
An adventuring ogier bellows 'To learn the ways of an outdoorsman, come to me in Wind's Favor Inn.'

* HP:Healthy MV:Tiring > tel helgi any idea on the tremalking ship?
You tell Helgi 'any idea on the tremalking ship?'

* HP:Healthy MV:Tiring >
A guard of Bandar Eban leaves north.

* HP:Healthy MV:Tiring >
Helgi tells you 'there is a captains hat ne of the city in a shipwreck then i grab windchaser...it is free'

* HP:Healthy MV:Tiring >
Helgi tells you 'like i said i never pay for rides'

* HP:Healthy MV:Tiring >
Helgi tells you 'if you want i can alt an sail you out if you want?'

* HP:Healthy MV:Tiring > l
End of the Pier
A dead end makes it impossible to follow the pier further south. Some
sailcloth lies off to the side here, forgotten by some sailor or perhaps
thrown away by the skipper of one of the ships. Since the sea is west and
the side of a stone building to the east, north is the only way to go. A
sign is posted at the end of the pier.
[ obvious exits: N ]

* HP:Healthy MV:Strong >
An adventuring ogier bellows 'I have replenished my supplies and am ready to leave the city again'
An adventuring ogier bellows 'To learn the ways of an outdoorsman, come to me in Wind's Favor Inn.'

* HP:Healthy MV:Strong > reply im in BE atm
You reply to Helgi 'im in BE atm'

* HP:Healthy MV:Strong >
Kalandra chats 'the river and ocean boats are free. the BE raker costs 10gc 1 way to any ocean port. The tremalking boat costs 12 gc. Dont know about the caem-tanchico? boat.'

* HP:Healthy MV:Strong > nar where is the BE raker
You narrate 'where is the BE raker'

he Harbor of Bandar Eban
[ obvious exits: N E S ]
A simple man blends into the crowd of the city.
A sailor is here.

* HP:Healthy MV:Strong > End of the Pier
[ obvious exits: N E S ]
A tall Domani man is standing here, stroking his moustache.
An elegant Domani lady is standing here, looking around for something.
A Domani lord stalks by briskly.

* HP:Healthy MV:Strong > n
Upon the Pier
[ obvious exits: S W ]
A sultry Domani woman with copper skin is standing here.
An elite guard of Bandar Eban is standing here, looming over all others.
A sailor is here.

n
* HP:Healthy MV:Strong > Alas, you cannot go that way...

* HP:Healthy MV:Strong > w
Inside the Tax House
[ obvious exits: N E U ]
A sultry Domani woman with copper skin is standing here.
A sultry Domani woman with copper skin is standing here.
A sultry Domani woman with copper skin is standing here.

* HP:Healthy MV:Strong > e
n
Upon the Pier
[ obvious exits: S W ]
A sultry Domani woman with copper skin is standing here.
An elite guard of Bandar Eban is standing here, looming over all others.
A sailor is here.

* HP:Healthy MV:Strong > Alas, you cannot go that way...

* HP:Healthy MV:Strong > w
Inside the Tax House
[ obvious exits: N E U ]
A sultry Domani woman with copper skin is standing here.
A sultry Domani woman with copper skin is standing here.
A sultry Domani woman with copper skin is standing here.

* HP:Healthy MV:Strong > n
Edge of the Pier
[ obvious exits: E S ]
A gleeman is here, wearing a cloak of different colored patches.

* HP:Healthy MV:Tiring > e
By the Sea
[ obvious exits: N E W ]

* HP:Healthy MV:Tiring > n
n
Alongside the Docks
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Tiring > The Western End of the Domani Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Tiring > n
The Harbor
[ obvious exits: N E S ]
A guard of Bandar Eban is patrolling the streets.
A tall Domani man is standing here, stroking his moustache.

* HP:Healthy MV:Strong > n
End of the Docks
[ obvious exits: S ]
Arlyn, the Atha'an Miere cargomaster is at the end of the dock.

* HP:Healthy MV:Strong > say fare
You say 'fare'

* HP:Healthy MV:Strong > l arlyn
His weathered face looks down on you, clearly longing to be back on the
open sea again. A strong hand protecting the fat purse on his belt he is
ready to bargain for the gift of passage with any person, rich or poor.

Arlyn, the Atha'an Miere cargomaster is in excellent condition.

Arlyn, the Atha'an Miere cargomaster is using:
<held> a brown sack
<wielded> a cutlass
<worn about waist> a blue satin sash
<worn on legs> a pair of baggy black trousers

* HP:Healthy MV:Strong > l sign
You do not see that here.

* HP:Healthy MV:Strong > say cost
You say 'cost'

* HP:Healthy MV:Strong >
Kalandra chats '5w alln of BE square'

* HP:Healthy MV:Strong > say cost
You say 'cost'

* HP:Healthy MV:Strong > whois kalandra
Kalandra Duvivier is a human.
Time seems to slow as she whips her dark tresses revealing a seductive face
and a voluptuous body... but she opens her mouth and suddenly blares a hoarse
voice, like a frog squashed in her throat, shattering all that beauty.


* HP:Healthy MV:Strong > tel kalandra how do i getg instructions
You tell Kalandra 'how do i getg instructions'

* HP:Healthy MV:Strong > say instructions
You say 'instructions'

* HP:Healthy MV:Strong > say sail
You say 'sail'

* HP:Healthy MV:Strong > l
End of the Docks
The dock has been freshly repaired by ogier craftsmen with polished
sungwood. Once, badly damaged and almost in a state of disrepair, the end
of the dock stands proudly in the Aryth ocean, buffeted by the waves. Even
without the strength of the stone foundation beneath, the polished sungwood
is sound. The docks continue to the south, filled with workers.
[ obvious exits: S ]
Arlyn, the Atha'an Miere cargomaster is at the end of the dock.

* HP:Healthy MV:Strong > inv
You are carrying:
a wealth of gold crowns (150)
a water skin

* HP:Healthy MV:Strong > l arlyn
His weathered face looks down on you, clearly longing to be back on the
open sea again. A strong hand protecting the fat purse on his belt he is
ready to bargain for the gift of passage with any person, rich or poor.

Arlyn, the Atha'an Miere cargomaster is in excellent condition.

Arlyn, the Atha'an Miere cargomaster is using:
<held> a brown sack
<wielded> a cutlass
<worn about waist> a blue satin sash
<worn on legs> a pair of baggy black trousers

* HP:Healthy MV:Strong >
Kalandra tells you 'give arlyn 10 gc, he gives you a ticket. hand back the ticket when you're ready. you can be mounted, takes horse.'

* HP:Healthy MV:Strong > reply where does the ticket take me
You reply to Kalandra 'where does the ticket take me'

* HP:Healthy MV:Strong > inv
You are carrying:
a wealth of gold crowns (150)
a water skin

* HP:Healthy MV:Strong > give 10 crowns arlyn
You give him ten crowns.

* HP:Healthy MV:Strong >
Arlyn, the Atha'an Miere cargomaster puts some coins in a brown sack.

* HP:Healthy MV:Strong >
Arlyn, the Atha'an Miere cargomaster gives you a raker ticket.
Arlyn, the Atha'an Miere cargomaster says 'Hand that back to me when you are ready to depart.'

* HP:Healthy MV:Strong > l ticket
It is a raker ticket.

* HP:Healthy MV:Strong > inv
You are carrying:
a raker ticket
a wealth of gold crowns (140)
a water skin

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Davor - End of the Docks

* HP:Healthy MV:Strong >
Kalandra tells you 'inside, just say... destinations(?) I think.'

* HP:Healthy MV:Strong > give ticket arlyn
You give a raker ticket to Arlyn, the Atha'an Miere cargomaster.

* HP:Healthy MV:Strong >
Arlyn, the Atha'an Miere cargomaster nods sharply

* HP:Healthy MV:Strong >
Arlyn, the Atha'an Miere cargomaster says 'On you go then.'

* HP:Healthy MV:Strong >
Davor hurries onto the ship.
An Atha'an Miere Raker
This new, sturdy, boat is well maintained. The rigging is bound tightly and
not a single knot is out of place. The deck is clean and orderly. The raker
itself is streamlined and built for speed. Under the command of their
sailmistress, the Seafolk work with an intentional, diligent haste.
[ obvious exits: ]
Aundra, the Atha'an Miere sailmistress, watches her crew carefully.

* HP:Healthy MV:Strong > l sign
You do not see that here.

* HP:Healthy MV:Strong > say tremalking
You say 'tremalking'

* HP:Healthy MV:Strong >
Kalandra tells you 'jafar, tanchico, tremalkin, amador south, illian, tear, maybe mayene.'

* HP:Healthy MV:Full > say tremalkin
You say 'tremalkin'

* HP:Healthy MV:Full >
Kalandra tells you '1 way only tho'

* HP:Healthy MV:Full > reply im saying tremalking
You reply to Kalandra 'im saying tremalking'

* HP:Healthy MV:Full > reply doesnt seen to work
You reply to Kalandra 'doesnt seen to work'

* HP:Healthy MV:Full > say sail tremalking
You say 'sail tremalking'

* HP:Healthy MV:Full > l sign
You do not see that here.

* HP:Healthy MV:Full >
Kalandra tells you 'say 'depart to tremalking''

* HP:Healthy MV:Full > say depart to tremalking
You say 'depart to tremalking'

* HP:Healthy MV:Full >
The ship leaves the Bandar Eban harbor and floats onto the Aryth ocean.

* HP:Healthy MV:Full >
The ship heads southwards past Falme.

* HP:Healthy MV:Full > reply i have departed to somewhere :p
You reply to Kalandra 'i have departed to somewhere :p'

* HP:Healthy MV:Full >
Kalandra tells you 'when you see the msg that youre at the port, say 'disembark please''

* HP:Healthy MV:Full >
The ship turns eastwards after passing Tanchico.

* HP:Healthy MV:Full > where
You have no sense of location here.

* HP:Healthy MV:Full >
The ships docks at the Isle of Tremalking.

* HP:Healthy MV:Fresh > say disembark please
You say 'disembark please'

* HP:Healthy MV:Fresh >
A Wooden Dock
A wide wooden dock extends over the water, held up by strong wooden beams.
The dock leads back to the pier to the south, as well as continues farther
into the bay to the north. Beside the dock floats a small fishing boat,
tied to an iron ring latched to the dock. As the wind blows, the dock sways
back and forth along with it.
A sign is nailed to wooden piling.
[ obvious exits: N S D ]
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Fresh > l
A Wooden Dock
A wide wooden dock extends over the water, held up by strong wooden beams.
The dock leads back to the pier to the south, as well as continues farther
into the bay to the north. Beside the dock floats a small fishing boat,
tied to an iron ring latched to the dock. As the wind blows, the dock sways
back and forth along with it.
A sign is nailed to wooden piling.
[ obvious exits: N S D ]
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - A Wooden Dock

* HP:Healthy MV:Fresh > look

An Amayar fisherman has arrived from the north.

* HP:Healthy MV:Fresh > A Wooden Dock
A wide wooden dock extends over the water, held up by strong wooden beams.
The dock leads back to the pier to the south, as well as continues farther
into the bay to the north. Beside the dock floats a small fishing boat,
tied to an iron ring latched to the dock. As the wind blows, the dock sways
back and forth along with it.
A sign is nailed to wooden piling.
[ obvious exits: N S D ]
An Amayar fisherman contemplates his next big catch.
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Fresh > e
Alas, you cannot go that way...

* HP:Healthy MV:Fresh > ex
Obvious exits:
North - A Dock at the Edge of the Pier
South - The Village Pier
Down - A Small Fishing Boat

* HP:Healthy MV:Fresh > s
The Village Pier
[ obvious exits: N S ]

* HP:Healthy MV:Full > look
The Village Pier
A sturdy wooden pier extends off into the bay. Docks and boardwalks reach
outward like wooden limbs. A strong breeze flows across the pier, carrying
a fresh salty scent from the ocean waters. Small boats can be seen
spreading their nets out in the distance. A large warehouse is across the
road to the south, where the fishermen unload the day's catch.
[ obvious exits: N S ]

* HP:Healthy MV:Fresh > s
Road Through the Village Square
[ obvious exits: N E S W ]

stat
* HP:Healthy MV:Full > You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.3 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NOTICE
- WARDER BOND to taleena

where
* HP:Healthy MV:Full > Players in your Zone
--------------------
Davor - Road Through the Village Square

* HP:Healthy MV:Full > notice
You stop paying increased attention to your surroundings.

e
* HP:Healthy MV:Full > e
A T-Intersection in the Road
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A man is here.

* HP:Healthy MV:Full > Samarin Road
[ obvious exits: E W ]

* HP:Healthy MV:Full > e
e
Along the Samarin Road
[ obvious exits: E W ]
A gull is here flying around.

* HP:Healthy MV:Full > Road Skirting the Bay
[ obvious exits: E W ]

* HP:Healthy MV:Full > e
Rounding a Gentle Bend
[ obvious exits: N E W ]

* HP:Healthy MV:Full > e
Up the Slope
[ obvious exits: N W U ]
A fair Amayar worker is earning a living here.

* HP:Healthy MV:Full > n
e
Passing the Slope
[ obvious exits: E S W ]

* HP:Healthy MV:Full > Trudging Across the Slabs
[ obvious exits: N W ]

n
* HP:Healthy MV:Full > n
Fording a Small Stream
[ obvious exits: N S ]

* HP:Healthy MV:Full > e
Twisting Away from the Shore
[ obvious exits: E S ]

e
* HP:Healthy MV:Strong > The Deeply Rutted Road
[ obvious exits: E W ]

* HP:Healthy MV:Strong > By Samarin's Western Gate
[ obvious exits: N S W ]
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > n
e
Inside the Westgate
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A young woman walks by.
A bare-footed, bare-chested man observes you coolly.

* HP:Healthy MV:Strong > A Tree Lined Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Strong > e
e
Southern Tip of the Square
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.

* HP:Healthy MV:Strong > e
On the Broad Avenue
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Karysa the Trader wanders here, fine clothes covered with road dust.

e
* HP:Healthy MV:Strong > Under the Tall Trees
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gull is here flying around.

* HP:Healthy MV:Strong > e
A Bustling Avenue
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man gambles away his purse.
A black dog is here, wagging its tail.
A broad-shouldered Samarin cityguard maintains order here.

* HP:Healthy MV:Strong > Nearing the East Gate
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A black dog is here, wagging its tail.
A broad-shouldered Samarin cityguard maintains order here.

* HP:Healthy MV:Strong > e
e
At the East Gate
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.
A bare-footed, bare-chested man observes you coolly.

* HP:Healthy MV:Strong > Approaching Samarin
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > e
Rounding the Bend
[ obvious exits: N W ]

* HP:Healthy MV:Strong > n
Skirting the Beach
[ obvious exits: E S ]

* HP:Healthy MV:Strong > e
e
Nearing the Mudflats
[ obvious exits: N E W ]

* HP:Healthy MV:Strong > At the Abandoned Dig Site
[ obvious exits: E S W ]

* HP:Healthy MV:Strong > e
n
Walkway Across the Mudflats
[ obvious exits: N S W ]

* HP:Healthy MV:Tiring > e
Following the Beach
[ obvious exits: E S W ]

* HP:Healthy MV:Tiring > e
Along the Windswept Beach
[ obvious exits: E W ]

e
* HP:Healthy MV:Tiring > At the Fallen Tree
[ obvious exits: E W ]

* HP:Healthy MV:Tiring > A Small Promontory
[ obvious exits: N W ]
A gull soars overhead, fish hanging out of its beak.

* HP:Healthy MV:Tiring > n
e
Passing a Shipwreck
[ obvious exits: N E S ]

* HP:Healthy MV:Tiring > At the Beached Barrels
[ obvious exits: E W ]
A stout wooden barrel stands nearby.

e
* HP:Healthy MV:Tiring > e
An Idyllic Shoreline
[ obvious exits: E W ]
A gull soars overhead, fish hanging out of its beak.

* HP:Healthy MV:Tiring > Along the Tall Sand Dunes
[ obvious exits: N E W ]
There are some tracks of a tree leaving north.
There are some tracks of a tree leaving north.
There are some tracks of a tree leaving east.
There are some tracks of a tree leaving north.
A twitching vine of creepers dangles from above.

* HP:Healthy MV:Tiring > e
e
Past the Large Dunes
[ obvious exits: N E W ]
There are some tracks of a tree leaving north.

e
* HP:Healthy MV:Tiring > Base of a Dune
[ obvious exits: N E W ]

e
* HP:Healthy MV:Tiring > Wandering Upon the Sandy Beach
[ obvious exits: N E W ]

* HP:Healthy MV:Tiring > e
Coastline Below the Cliffs
[ obvious exits: E W ]

* HP:Healthy MV:Tiring > e
Gazing Upon a Cracked Boulder
[ obvious exits: N E S W ]

* HP:Healthy MV:Tiring > In the Rainforest
[ obvious exits: N E S W ]

* HP:Healthy MV:Tiring > n
n
By the Massive Trunk
[ obvious exits: N E S W ]
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A panther stalks through the wilderness.

* HP:Healthy MV:Tiring > n
In the Rainforest Valley
[ obvious exits: N S ]
There are some tracks of an animal leaving north.

* HP:Healthy MV:Tiring > e
In the Middle of the Valley Floor
[ obvious exits: N S ]
There are some tracks of an animal leaving south.
A frog is here, croaking happily.
A frog is here, croaking happily.
A frog is here, croaking happily.

* HP:Healthy MV:Tiring > Alas, you cannot go that way...

* HP:Healthy MV:Tiring >
A croaking frog leaves north.
A croaking frog leaves south.

* HP:Healthy MV:Tiring > n
e
Entering the Forest Valley
[ obvious exits: N E S ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
A frog is here, croaking happily.
A cute brown deer eyes you nervously.

* HP:Healthy MV:Tiring > Beneath the Looming Trees
[ obvious exits: N E S W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A bubbling spring is here, clear water offering a perfect reflection.

* HP:Healthy MV:Tiring > s
Base of the Lonely Mountain
[ obvious exits: N S U ]

where
* HP:Healthy MV:Tiring > Players in your Zone
--------------------
Davor - Base of the Lonely Mountain

* HP:Healthy MV:Tiring > u
Upon the Mountain Slope
[ obvious exits: S D ]
There are some tracks of an animal leaving south.

* HP:Healthy MV:Tiring > s
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of an animal leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > e
Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of an animal leaving west.

* HP:Healthy MV:Tiring > ex
Obvious exits:
North - Upon the Rock Shelf
West - Climbing up the Mountain

* HP:Healthy MV:Tiring > n
Upon the Rock Shelf
[ obvious exits: S U ]
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > u
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of an animal leaving south.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > s
Below the Enormous Leatherleaf
[ obvious exits: N ]
There are some tracks of an animal leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > l
Below the Enormous Leatherleaf
A huge leatherleaf tree with a large berth dominates the landscape. Thick
branches shoot out from the tree at regular intervals, and knots in the
bark dot the trunk's surface. The canopy overhead provides plenty of
shelter from the elements, as well as a good place to enjoy the view.
[ obvious exits: N ]
There are some tracks of an animal leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > where
who
Players in your Zone
--------------------
Davor - Below the Enormous Leatherleaf

* HP:Healthy MV:Tiring > Players
-------
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier
Arctus of Two Rivers
Tazok of Saldaea

7 players displayed.

* HP:Healthy MV:Tiring > n
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Winded > d
Lord Zuret narrates 'Turg is at Reception Room! Rally, for the Corenne!'
A sabre-toothed mountain lion leaves down.
You move slightly, settling your cloak into position.
Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving up.
A massive cat with sharp, elongated teeth stalks his prey.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > s
Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of a human leaving north.
There are some tracks of an animal leaving west.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Davor - Behind the Waterfall

* HP:Healthy MV:Tiring > w
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of a human leaving east.
There are some tracks of an animal leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > n
d
Upon the Mountain Slope
[ obvious exits: S D ]
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.

* HP:Healthy MV:Tiring > Base of the Lonely Mountain
[ obvious exits: N S U ]
There are some tracks of a human leaving up.

* HP:Healthy MV:Tiring > u
Upon the Mountain Slope
[ obvious exits: S D ]
There are some tracks of a human leaving down.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.

* HP:Healthy MV:Tiring > s
e
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving east.
There are some tracks of an animal leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Tiring > Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
There are some tracks of an animal leaving west.

* HP:Healthy MV:Tiring > n
n
Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving south.
There are some tracks of a human leaving up.
A massive cat with sharp, elongated teeth stalks his prey.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Healthy MV:Winded > Alas, you cannot go that way...

* HP:Healthy MV:Winded > search west
You begin searching in that direction...

+
A sabre-toothed mountain lion hits your body.
A sabre-toothed mountain lion joins a sabre-toothed mountain lion's fight!
A sabre-toothed mountain lion barely hits your left arm.
A sabre-toothed mountain lion tickles your right leg with his hit.
You give up the search attempt.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > cat is now set as your target.
kill cat
0
Ok.

[bash ] ded - a sabre-toothed mountain lion: Scratched >


A sabre-toothed mountain lion tries to hit you, but you deflect the blow.
A sabre-toothed mountain lion tickles your left arm with his hit.

=
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.
You try to slash a sabre-toothed mountain lion, but he deflects the blow.
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.
Your bash at a sabre-toothed mountain lion sends him sprawling!
Your bash at a sabre-toothed mountain lion sends him sprawling!

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > tel helgi so i think im in the area
where
No-one by that name here...

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Healthy > who

You slash a sabre-toothed mountain lion's left foreleg into bloody fragments!
You slash a sabre-toothed mountain lion's left foreleg into bloody fragments!

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Hurt > Players
-------
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier
Arctus of Two Rivers
Tazok of Saldaea

7 players displayed.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Hurt >
A sabre-toothed mountain lion tickles your right leg with his hit.
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion tickles your body with his hit.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Wounded >
A sabre-toothed mountain lion tries to hit you, but you parry successfully.
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you parry successfully.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Wounded > tel kalandra any esxperience with zamora on tremalknig?
You tell Kalandra 'any esxperience with zamora on tremalknig?'

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Wounded > cat is now set as your target.
kill cat
0
Ok.

[bash ] ded - a sabre-toothed mountain lion: Wounded >

=
A sabre-toothed mountain lion barely hits your body.
A sabre-toothed mountain lion tickles your left leg with his hit.

=
Your bash at a sabre-toothed mountain lion sends him sprawling!
Your bash at a sabre-toothed mountain lion sends him sprawling!

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's body into bloody fragments!
You slash a sabre-toothed mountain lion's left leg into bloody fragments!

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Battered > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Battered > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Battered > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's left paw into bloody fragments!
You slash a sabre-toothed mountain lion's body into bloody fragments!

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Beaten >
A sabre-toothed mountain lion tickles your body with his hit.
You try to slash a sabre-toothed mountain lion, but he deflects the blow.
A sabre-toothed mountain lion hits your right arm.

* HP:Scratched MV:Winded - a sabre-toothed mountain lion: Beaten > 0
[bash ]

*
A sabre-toothed mountain lion tickles your head with his hit.
A sabre-toothed mountain lion barely tickles your right hand with his hit.
The sky starts to get cloudy.


As a sabre-toothed mountain lion avoids your bash, you topple over and fall to the ground!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten > kill cat
0

A sabre-toothed mountain lion tickles your body with his hit.
A sabre-toothed mountain lion tickles your right arm with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten > Ok.

[bash ] ing - a sabre-toothed mountain lion: Beaten >

*
A sabre-toothed mountain lion tickles your body with his hit.
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

=
Your bash at a sabre-toothed mountain lion sends him sprawling!
Your bash at a sabre-toothed mountain lion sends him sprawling!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten >
You slash a sabre-toothed mountain lion's body into bloody fragments!
You slash a sabre-toothed mountain lion's left foreleg into bloody fragments!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Critical >
You slash a sabre-toothed mountain lion's head into bloody fragments!
A sabre-toothed mountain lion is dead! R.I.P.
Blood never gets boring, does it?
You feel like you have lost something.
Your blood freezes as you hear a sabre-toothed mountain lion's death cry.
You slash a sabre-toothed mountain lion's right foreleg into bloody fragments!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten >
You slash a sabre-toothed mountain lion's right leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Critical >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion barely hits your right arm.

* HP:Hurt MV:Tiring - a sabre-toothed mountain lion: Critical > stat
where
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.3 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NO QUIT
- WARDER BOND to taleena

* HP:Hurt MV:Tiring - a sabre-toothed mountain lion: Critical > Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Hurt MV:Tiring - a sabre-toothed mountain lion: Critical > notice

You slash a sabre-toothed mountain lion's head into bloody fragments!
A sabre-toothed mountain lion is dead! R.I.P.
Blood never gets boring, does it?
You feel like you have lost something.
Your blood freezes as you hear a sabre-toothed mountain lion's death cry.

* HP:Hurt MV:Tiring > l
You start paying increased attention to your surroundings.

* HP:Hurt MV:Tiring > Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]
There are some tracks of a human leaving south.
There are some tracks of a human leaving up.
The corpse of a sabre-toothed mountain lion is lying here. [2]

* HP:Hurt MV:Tiring > search w
You begin searching in that direction...

-
You didn't find anything.

* HP:Hurt MV:Tiring > search north
You begin searching in that direction...

+
Kalandra tells you 'once, bad, on a thief. I got into a room and couldnt get out. I died not knowing anything else and swearing Id never go back :P'

-
You didn't find anything.

* HP:Scratched MV:Tiring > reply why would you die? :p isnt he a neutral mob
You reply to Kalandra 'why would you die? :p isnt he a neutral mob'

* HP:Scratched MV:Tiring > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Scratched MV:Tiring > u
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of an animal leaving down.
There are some tracks of a human leaving down.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.

* HP:Scratched MV:Tiring > search west
You begin searching in that direction...


Darkness shrouds the island as the sun dips below the edge of the horizon.
You move slightly, settling your cloak into position.

-
You didn't find anything.

* HP:Scratched MV:Tiring > l
s
Upon the Mountain Peak
The peak of this mountain is more like a plateau in that it is actually
quite a large area and is relatively flat. A large ring of stones near the
middle looks to be a permanent fixture as a spot to have a campfire, and
fallen logs have been placed around the stones as a place to sit. To the
south a very large tree can be seen growing.
[ obvious exits: S D ]
There are some tracks of an animal leaving down.
There are some tracks of a human leaving down.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.

* HP:Scratched MV:Tiring > Below the Enormous Leatherleaf
[ obvious exits: N ]
There are some tracks of an animal leaving north.
There are some tracks of a human leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Scratched MV:Tiring >
A sabre-toothed mountain lion tickles your left foot with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Scratched > l
Below the Enormous Leatherleaf
A huge leatherleaf tree with a large berth dominates the landscape. Thick
branches shoot out from the tree at regular intervals, and knots in the
bark dot the trunk's surface. The canopy overhead provides plenty of
shelter from the elements, as well as a good place to enjoy the view.
[ obvious exits: N ]
There are some tracks of an animal leaving north.
There are some tracks of a human leaving north.
A sabre-toothed mountain lion is here, fighting YOU!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Scratched >
You slash a sabre-toothed mountain lion's right foreleg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you parry successfully.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt >
You slash a sabre-toothed mountain lion's right leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt >
You slash a sabre-toothed mountain lion's body extremely hard.
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Wounded >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion barely hits your left leg.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Wounded >
You slash a sabre-toothed mountain lion's right leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Wounded >
You slash a sabre-toothed mountain lion's left foreleg into bloody fragments!
A sabre-toothed mountain lion hits your right arm.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion barely tickles your body with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Battered >
Kalandra tells you 'Uhm, dont think the zamora z smobs are neutral? well, not when I did them months ago anyway. Maybe someone on may know more.'

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's right leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten >
You slash a sabre-toothed mountain lion's head into bloody fragments!
A sabre-toothed mountain lion barely hits your head.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Critical > where
Players in your Zone
--------------------
Davor - Below the Enormous Leatherleaf

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Critical >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion is mortally wounded, and will die soon, if not aided.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Incapacitated >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion is dead! R.I.P.
Blood never gets boring, does it?
You feel like you have lost something.
Your blood freezes as you hear a sabre-toothed mountain lion's death cry.

* HP:Scratched MV:Tiring > d
Alas, you cannot go that way...

* HP:Scratched MV:Tiring > l
Below the Enormous Leatherleaf
A huge leatherleaf tree with a large berth dominates the landscape. Thick
branches shoot out from the tree at regular intervals, and knots in the
bark dot the trunk's surface. The canopy overhead provides plenty of
shelter from the elements, as well as a good place to enjoy the view.
[ obvious exits: N ]
There are some tracks of an animal leaving north.
There are some tracks of a human leaving north.
The corpse of a sabre-toothed mountain lion is lying here.

* HP:Scratched MV:Tiring > n
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of an animal leaving down.
There are some tracks of a human leaving south.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving south.

* HP:Scratched MV:Tiring > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Scratched MV:Tiring > d
Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.
The corpse of a sabre-toothed mountain lion is lying here. [2]

* HP:Scratched MV:Tiring > search west
The night has begun.
You move slightly, settling your cloak into position.
Kalandra tells you 'sorry have to afk. good luck! boat in tremalking leaves on sched :P'
You begin searching in that direction...

-
Lord Zuret narrates 'Turg is at Reception Room! Rally, for the Corenne!'

-
You didn't find anything.

* HP:Scratched MV:Tiring > l
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.
The corpse of a sabre-toothed mountain lion is lying here. [2]

* HP:Scratched MV:Tiring > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Scratched MV:Tiring > s
Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.
A massive cat with sharp, elongated teeth stalks his prey.

* HP:Scratched MV:Tiring > w
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.
No way! You're fighting for your life!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Healthy >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Scratched > l
Behind the Waterfall
The sound of water tumbling over the cliff face above is deafening. A mist
of water shines off the rock and vegetation making footing difficult on the
slick rocks. Looking past the waterfall, and into the mist, a rainbow can
be seen arcing up over the mountain.
[ obvious exits: N W ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.
A sabre-toothed mountain lion is here, fighting YOU!

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Scratched >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion barely hits your body.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt >
You try to slash a sabre-toothed mountain lion, but he deflects the blow.
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt >
You try to slash a sabre-toothed mountain lion, but he parries successfully.
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt > change mood wimpy
f
Mood changed to: Wimpy
Wimpy reset to: 210 hit points.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt > 2
You panic and attempt to flee!

of
You flee head over heels.
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of an animal leaving east.
There are some tracks of a human leaving east.
There are some tracks of a human leaving east.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Tiring > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Tiring > l
Climbing up the Mountain
Bare rock has been exposed by the sheer amount of foot traffic from both
humans and animals alike. Footing is difficult, as water cascading off the
side of the mountain has made the exposed rock slick with a sheen of water.
Thick green ferns grow between the trunks of palm trees all along the edge
of the trail.
[ obvious exits: N E ]
There are some tracks of an animal leaving east.
There are some tracks of a human leaving east.
There are some tracks of a human leaving east.

* HP:Scratched MV:Tiring > search west
You begin searching in that direction...

=
A sabre-toothed mountain lion has arrived from the east.

*
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.
You give up the search attempt.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Scratched >
You slash a sabre-toothed mountain lion's left leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you parry successfully.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Hurt >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Wounded >
You slash a sabre-toothed mountain lion's right foreleg into bloody fragments!
A sabre-toothed mountain lion tickles your body with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Wounded >
You slash a sabre-toothed mountain lion's right paw into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's left foreleg into bloody fragments!
A sabre-toothed mountain lion tickles your body with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Battered >
You slash a sabre-toothed mountain lion's body into bloody fragments!
A sabre-toothed mountain lion tickles your left arm with his hit.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten >
You slash a sabre-toothed mountain lion's left leg into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you parry successfully.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Beaten >
You slash a sabre-toothed mountain lion's head into bloody fragments!
A sabre-toothed mountain lion tries to hit you, but you deflect the blow.

* HP:Scratched MV:Tiring - a sabre-toothed mountain lion: Critical >
You slash a sabre-toothed mountain lion's right foreleg into bloody fragments!
A sabre-toothed mountain lion is dead! R.I.P.
Blood never gets boring, does it?
You feel like you have lost something.
Your blood freezes as you hear a sabre-toothed mountain lion's death cry.

* HP:Scratched MV:Tiring >
You move slightly, settling your cloak into position.

* HP:Scratched MV:Strong > celldoor is now set as your door1.
open celldoor
I see no celldoor here.

* HP:Scratched MV:Strong > l
Climbing up the Mountain
Bare rock has been exposed by the sheer amount of foot traffic from both
humans and animals alike. Footing is difficult, as water cascading off the
side of the mountain has made the exposed rock slick with a sheen of water.
Thick green ferns grow between the trunks of palm trees all along the edge
of the trail.
[ obvious exits: N E ]
There are some tracks of an animal leaving east.
There are some tracks of a human leaving east.
There are some tracks of a human leaving east.
The corpse of a sabre-toothed mountain lion is lying here.

* HP:Scratched MV:Strong > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Scratched MV:Strong > e
n
Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.

* HP:Scratched MV:Tiring > Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving south.
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.
The corpse of a sabre-toothed mountain lion is lying here. [2]

* HP:Scratched MV:Tiring > open celldoor
I see no celldoor here.

* HP:Scratched MV:Tiring > u
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of an animal leaving down.
There are some tracks of a human leaving south.
There are some tracks of a human leaving down.
There are some tracks of a human leaving south.

open celldoor
* HP:Scratched MV:Tiring > I see no celldoor here.

* HP:Scratched MV:Tiring > s
Below the Enormous Leatherleaf
[ obvious exits: N ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.
The corpse of a sabre-toothed mountain lion is lying here.

* HP:Scratched MV:Tiring > watch
You are not in a great location to scan the surrounding areas.

* HP:Scratched MV:Tiring > l
Below the Enormous Leatherleaf
A huge leatherleaf tree with a large berth dominates the landscape. Thick
branches shoot out from the tree at regular intervals, and knots in the
bark dot the trunk's surface. The canopy overhead provides plenty of
shelter from the elements, as well as a good place to enjoy the view.
[ obvious exits: N ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.
The corpse of a sabre-toothed mountain lion is lying here.

* HP:Scratched MV:Tiring > ssearch west
Arglebargle, glop-glyf!?!

* HP:Scratched MV:Tiring > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Scratched MV:Strong > u
Alas, you cannot go that way...

* HP:Scratched MV:Strong > l
Below the Enormous Leatherleaf
A huge leatherleaf tree with a large berth dominates the landscape. Thick
branches shoot out from the tree at regular intervals, and knots in the
bark dot the trunk's surface. The canopy overhead provides plenty of
shelter from the elements, as well as a good place to enjoy the view.
[ obvious exits: N ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.
The corpse of a sabre-toothed mountain lion is lying here.

* HP:Scratched MV:Strong > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Scratched MV:Strong > search up
You begin searching in that direction...

-
You didn't find anything.

* HP:Scratched MV:Strong > where
Players in your Zone
--------------------
Davor - Below the Enormous Leatherleaf

* HP:Scratched MV:Strong > who
Players
-------
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless)
Arctus of Two Rivers
Tazok of Saldaea

8 players displayed.

* HP:Scratched MV:Strong > n
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of a human leaving south.
There are some tracks of a human leaving south.
There are some tracks of a human leaving down.
There are some tracks of a human leaving south.

* HP:Healthy MV:Strong > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Healthy MV:Strong > d
Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.

* HP:Healthy MV:Tiring > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Healthy MV:Tiring > l
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.

* HP:Healthy MV:Tiring > who
Players
-------
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless)
Arctus of Two Rivers
Tazok of Saldaea

8 players displayed.

* HP:Healthy MV:Tiring > where
who
You move slightly, settling your cloak into position.
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Strong > Players
-------
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless)
Arctus of Two Rivers
Tazok of Saldaea

8 players displayed.

* HP:Healthy MV:Strong > l
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]
There are some tracks of a human leaving up.
There are some tracks of a human leaving up.

* HP:Healthy MV:Strong > open rock
I see no rock here.

* HP:Healthy MV:Strong > open trail
I see no trail here.

* HP:Healthy MV:Strong > open alcove
I see no alcove here.

* HP:Healthy MV:Strong > open shelf
I see no shelf here.

* HP:Healthy MV:Strong > open stairs
I see no stairs here.

* HP:Healthy MV:Strong > open hiddenstairs
I see no hiddenstairs here.

* HP:Healthy MV:Strong > who
Players
-------
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless)
Arctus of Two Rivers
Tazok of Saldaea

9 players displayed.

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Strong > tel kinewt know the door name to get to zamora east tremalking>?
You tell Kinewt 'know the door name to get to zamora east tremalking>?'

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Strong >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Strong >
Kinewt tells you 'no sorry'

* HP:Healthy MV:Strong > who
Players
-------
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless) (Idle)
Arctus of Two Rivers
Tazok of Saldaea

10 players displayed.

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
You move slightly, settling your cloak into position.
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > who
Players
-------
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless) (Idle)
Arctus of Two Rivers
Tazok of Saldaea

10 players displayed.

* HP:Healthy MV:Fresh >
Sparkles of light dance upon the sea as the sun rises.
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Kinewt tells you 'dropped a captains hat on windchaser for you though and bandar is n e 3n e from tremalking by sail'

* HP:Healthy MV:Fresh >
The day has begun.
The clouds disappear.

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > reply snicker
You reply to Kinewt 'snicker'

* HP:Healthy MV:Fresh > who
Players
-------
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless) (Idle)
Arctus of Two Rivers
Tazok of Saldaea

10 players displayed.

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > l
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]

* HP:Healthy MV:Fresh > search w
You begin searching in that direction...

-
You didn't find anything.

* HP:Healthy MV:Full > search west
You begin searching in that direction...

-
You didn't find anything.

* HP:Healthy MV:Full > search door
*
You didn't find such a thing here.

* HP:Healthy MV:Full > search
In which direction do you want to search?

* HP:Healthy MV:Full > search up
Its wide open. You could search for hours...

* HP:Healthy MV:Full >
Kinewt tells you 'though safe way to trasport valueables is to go n 5e n to tear...disembark...embark riverstork and go sail 4 north to tv'

* HP:Healthy MV:Full >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Kinewt tells you 'i like using boats cause it is hard for raz to gank you on them...lol'

* HP:Healthy MV:Fresh >
Kinewt tells you 'i think door name may be waterfalls...not sure'

* HP:Healthy MV:Fresh >
Kinewt tells you 'like helgi said never actually went there just went on a research tangent on wiki one day'

* HP:Healthy MV:Fresh > open waterfalls
I see no waterfalls here.

* HP:Healthy MV:Fresh > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > reply didnt work unfortunately
You reply to Kinewt 'didnt work unfortunately'

* HP:Healthy MV:Fresh > open waterfall
I see no waterfall here.

* HP:Healthy MV:Fresh > l
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]

s
* HP:Healthy MV:Fresh > Behind the Waterfall
[ obvious exits: N W ]

* HP:Healthy MV:Full > w
Climbing up the Mountain
[ obvious exits: N E ]

* HP:Healthy MV:Full > waterfalls is now set as your door1.
open waterfalls
I see no waterfalls here.

n
* HP:Healthy MV:Full > open waterfalls
Upon the Mountain Slope
[ obvious exits: S D ]

* HP:Healthy MV:Full > s
I see no waterfalls here.

* HP:Healthy MV:Full > open waterfalls
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of a human leaving north.

e
* HP:Healthy MV:Full > I see no waterfalls here.

open waterfalls
* HP:Healthy MV:Full > Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of a human leaving west.

* HP:Healthy MV:Full > n
I see no waterfalls here.

open waterfalls
* HP:Healthy MV:Full > Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving south.

* HP:Healthy MV:Full > I see no waterfalls here.

* HP:Healthy MV:Full > u
open waterfalls
Upon the Mountain Peak
[ obvious exits: S D ]

* HP:Healthy MV:Full > I see no waterfalls here.

* HP:Healthy MV:Full > s
open waterfalls
Below the Enormous Leatherleaf
[ obvious exits: N ]
There are some tracks of a human leaving north.
There are some tracks of a human leaving north.

* HP:Healthy MV:Strong > I see no waterfalls here.

* HP:Healthy MV:Strong > n
open waterfalls
Upon the Mountain Peak
[ obvious exits: S D ]
There are some tracks of a human leaving south.

* HP:Healthy MV:Strong > d
I see no waterfalls here.

* HP:Healthy MV:Strong > Upon the Rock Shelf
[ obvious exits: S U ]
There are some tracks of a human leaving up.

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Strong >
Kinewt tells you 'he didnt repair your heron?'

* HP:Healthy MV:Strong >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Full > reply i cant get to him
You reply to Kinewt 'i cant get to him'

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Full > who
Players
-------
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Kalandra Duvivier (Linkless) (Idle)
Arctus of Two Rivers
Tazok of Saldaea

10 players displayed.

* HP:Healthy MV:Full > tel kinewt no idea what the door name is
You tell Kinewt 'no idea what the door name is'

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Full >
Kinewt tells you 'takes too much search?'

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Full > reply unsure ihave 78
You reply to Kinewt 'unsure ihave 78'

* HP:Healthy MV:Full >
Kinewt tells you 'think it is a high search door...i will check wiki...'

* HP:Healthy MV:Full >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Lord Zuret narrates 'Turg is at Reception Room! Rally, for the Corenne!'

* HP:Healthy MV:Fresh > where
who
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh > Players
-------
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Kinewt al'brawdrifynn, twin brother of Helgi..
Zenitsu the Sergeant [Ever Victorious Army] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
6 Lord Davor the Gaidin Master [Gaidin]
Arctus of Two Rivers
Tazok of Saldaea

9 players displayed.

* HP:Healthy MV:Fresh >
The sky starts to get cloudy.
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Feanor narrates 'this feels like a trap'

* HP:Healthy MV:Fresh >
Feanor narrates 'love missing bashes on abs warriors :P'

* HP:Healthy MV:Fresh >
Zenitsu narrates 'I practice dodge so they miss on me sometimes'

* HP:Healthy MV:Fresh >
Kinewt tells you 'cellardoor maybe...not seeing how to get in really...buy jump wirlpool is how you get out'

* HP:Healthy MV:Fresh >
Darkness shrouds the island as the sun dips below the edge of the horizon.
You have been idle, and are pulled into a void.


MORE RESEARCH! THIS IS NOT WORKING OUT WELL SO FAR.

* HP:Healthy MV:Full >
Protus chats 'projectiles'

* HP:Healthy MV:Full >
Protus chats 'also a little trick. take crow/raven into an indoor room and spam for them...you will eventually hit it'

* HP:Healthy MV:Full >
Zerla chats 'can I buy them in Caemlyn?'

* HP:Healthy MV:Full > tel protus know the name for zomora on tremalking?
You tell Protus 'know the name for zomora on tremalking?'

* HP:Healthy MV:Full > tel protus door name rather
You tell Protus 'door name rather'

* HP:Healthy MV:Full > who
Players
-------
5 Lord Protus the Lieutenant [Tower Guard Blademaster]
6 Lord Davor the Gaidin Master [Gaidin]
Kazor of Seandar (Linkless) (Idle)
Zerla of Illian
Julen of Illian
Zeek the Mandarb'shain [Mandarb a'Shar] WANTED
Feanor of Seandar
Avadhin of Kandor
Skyre the Footpad
Arctus of Two Rivers
Tazok of Saldaea

11 players displayed.

* HP:Healthy MV:Full > where
You move slightly, settling your cloak into position.
Players in your Zone
--------------------
Davor - Upon the Rock Shelf

* HP:Healthy MV:Fresh >
Protus tells you 'yeah lemme pull up map. im sure it has'

* HP:Healthy MV:Fresh >
Zerla chats 'oooh nice!'

* HP:Healthy MV:Fresh >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Zeek narrates 'just realized I've been afk for like hours'

* HP:Healthy MV:Fresh >
Zeek narrates 'in a human city'

* HP:Healthy MV:Fresh >
Zeek narrates 'so. that's good.'

* HP:Healthy MV:Fresh >
Protus tells you 'weird my tremalking map is gone. how odd'

* HP:Healthy MV:Fresh >
Zeek narrates 'my mortage should be paid off on tar valon soon'


THIS dung AINT GONNA WORK LETS GO FIND THE EMONDS FIELD ONE!!

* HP:Healthy MV:Fresh > look
Upon the Rock Shelf
A natural shelf in the rock provides a wide open area to rest on the
hardships of this trail. A small trickling stream passes by before tumbling
over the edge, and because this shelf is in a natural alcove, the sounds
from the waterfall in the south are muffled into a dull roar. A set of
stairs have been chiseled into the mountain along the back wall.
[ obvious exits: S U ]
There are some tracks of a human leaving up.

* HP:Healthy MV:Fresh > s
w
Behind the Waterfall
[ obvious exits: N W ]
There are some tracks of a human leaving north.

* HP:Healthy MV:Full > n
Climbing up the Mountain
[ obvious exits: N E ]
There are some tracks of a human leaving east.

* HP:Healthy MV:Full > d
Upon the Mountain Slope
[ obvious exits: S D ]
There are some tracks of a human leaving south.

* HP:Healthy MV:Full > Base of the Lonely Mountain
[ obvious exits: N S U ]
There are some tracks of a human leaving up.

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - Base of the Lonely Mountain

* HP:Healthy MV:Full > w
Alas, you cannot go that way...

* HP:Healthy MV:Full >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh > n
w
Beneath the Looming Trees
[ obvious exits: N E S W ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
A bubbling spring is here, clear water offering a perfect reflection.

s
* HP:Healthy MV:Full > Entering the Forest Valley
[ obvious exits: N E S ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.

* HP:Healthy MV:Full > In the Middle of the Valley Floor
[ obvious exits: N S ]
There are some tracks of a tree leaving south.
There are some tracks of an animal leaving north.
There are some tracks of a tree leaving south.
A twitching vine of creepers dangles from above.

* HP:Healthy MV:Full > stat
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.3 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 68, Parrying bonus: 190
Your mood is: Wimpy. You will flee below: 420 Hit Points
Your posture is: Normal.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NOTICE
- WARDER BOND to taleena

* HP:Healthy MV:Full > s
s
In the Rainforest Valley
[ obvious exits: N S ]
There are some tracks of a tree leaving north.
There are some tracks of a tree leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A panther stalks through the wilderness.
A frog is here, croaking happily.

* HP:Healthy MV:Full > By the Massive Trunk
[ obvious exits: N E S W ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.

w
* HP:Healthy MV:Full > w
In the Humid Forest
[ obvious exits: E S ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.

* HP:Healthy MV:Full > Alas, you cannot go that way...

s
* HP:Healthy MV:Full > w
Gazing Upon a Cracked Boulder
[ obvious exits: N E S W ]
A panther stalks through the wilderness.

w
* HP:Healthy MV:Full > Coastline Below the Cliffs
[ obvious exits: E W ]

w
* HP:Healthy MV:Strong > w
Wandering Upon the Sandy Beach
[ obvious exits: N E W ]

* HP:Healthy MV:Strong > w
Base of a Dune
[ obvious exits: N E W ]

* HP:Healthy MV:Strong > w
w
Past the Large Dunes
[ obvious exits: N E W ]

w
* HP:Healthy MV:Strong > Along the Tall Sand Dunes
[ obvious exits: N E W ]
There are some tracks of a tree leaving north.
There are some tracks of a tree leaving north.
A black beetle is visible flying high in the sky.
A twitching vine of creepers dangles from above.

* HP:Healthy MV:Strong > An Idyllic Shoreline
[ obvious exits: E W ]

where
* HP:Healthy MV:Strong > At the Beached Barrels
[ obvious exits: E W ]
A stout wooden barrel stands nearby.
A gull soars overhead, fish hanging out of its beak.

* HP:Healthy MV:Strong > Passing a Shipwreck
[ obvious exits: N E S ]

* HP:Healthy MV:Strong > stat
Players in your Zone
--------------------
Davor - Passing a Shipwreck

* HP:Healthy MV:Strong > You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.3 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 68, Parrying bonus: 190
Your mood is: Wimpy. You will flee below: 420 Hit Points
Your posture is: Normal.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NOTICE
- WARDER BOND to taleena

* HP:Healthy MV:Strong > notice
s
You stop paying increased attention to your surroundings.

* HP:Healthy MV:Strong > w
w
A Small Promontory
[ obvious exits: N W ]

* HP:Healthy MV:Strong > w
At the Fallen Tree
[ obvious exits: E W ]

* HP:Healthy MV:Strong > w
Along the Windswept Beach
[ obvious exits: E W ]

* HP:Healthy MV:Strong > Following the Beach
[ obvious exits: E S W ]

* HP:Healthy MV:Strong > w
Crossing the Shallow Stream
[ obvious exits: E W ]

* HP:Healthy MV:Tiring > where
On the Sandy Beach
[ obvious exits: E S ]

s
* HP:Healthy MV:Tiring > w
s
w
Players in your Zone
--------------------
Davor - On the Sandy Beach

* HP:Healthy MV:Tiring > Nearing the Mudflats
[ obvious exits: N E W ]

* HP:Healthy MV:Tiring > Skirting the Beach
[ obvious exits: E S ]

* HP:Healthy MV:Tiring > Rounding the Bend
[ obvious exits: N W ]

* HP:Healthy MV:Tiring > Approaching Samarin
[ obvious exits: E W ]
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Tiring > w
w
At the East Gate
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.

* HP:Healthy MV:Tiring > Nearing the East Gate
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy MV:Tiring > w
w
A Bustling Avenue
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.
Karysa the Trader wanders here, fine clothes covered with road dust.
A gull is here flying around.

* HP:Healthy MV:Tiring > w
Under the Tall Trees
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.
A man is here.

* HP:Healthy MV:Tiring > w
On the Broad Avenue
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
* HP:Healthy MV:Tiring > Southern Tip of the Square
[ obvious exits: N E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.
A broad-shouldered Samarin cityguard maintains order here.

w
* HP:Healthy MV:Tiring > A Tree Lined Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
A man gambles away his purse.

* HP:Healthy MV:Tiring > Inside the Westgate
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A broad-shouldered Samarin cityguard maintains order here.

* HP:Healthy MV:Tiring > s
By Samarin's Western Gate
[ obvious exits: N S W ]
An iron lantern hangs from the wall above the gate.

w
* HP:Healthy MV:Tiring > w
The Deeply Rutted Road
[ obvious exits: E W ]

s
* HP:Healthy MV:Tiring > Twisting Away from the Shore
[ obvious exits: E S ]
A gull soars overhead, fish hanging out of its beak.

* HP:Healthy MV:Tiring > s
Fording a Small Stream
[ obvious exits: N S ]
There are some tracks of a horse leaving south.

* HP:Healthy MV:Tiring > w
w
Trudging Across the Slabs
[ obvious exits: N W ]
There are some tracks of a horse leaving west.
There are some tracks of a horse leaving north.
A plodding ox wanders here.

* HP:Healthy MV:Tiring > s
Passing the Slope
[ obvious exits: E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a horse leaving east.

* HP:Healthy MV:Tiring > w
A Turn in the Road
[ obvious exits: E S ]
There are some tracks of a horse leaving south.
A fair Amayar worker is earning a living here.

* HP:Healthy MV:Tiring > w
Rounding a Gentle Bend
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a horse leaving east.
There are some tracks of a horse leaving north.

* HP:Healthy MV:Tiring > Road Skirting the Bay
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
A gull is here flying around.
A gull is here flying around.

w
* HP:Healthy MV:Tiring > w
Along the Samarin Road
[ obvious exits: E W ]

* HP:Healthy MV:Tiring > Samarin Road
[ obvious exits: E W ]

* HP:Healthy MV:Tiring > w
A T-Intersection in the Road
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A little boy plays here.
A man is here.

* HP:Healthy MV:Tiring > Road Through the Village Square
[ obvious exits: N E S W ]

* HP:Healthy MV:Tiring > n
n
The Village Pier
[ obvious exits: N S ]

* HP:Healthy MV:Winded > A Wooden Dock
[ obvious exits: N S D ]

where
* HP:Healthy MV:Winded > Players in your Zone
--------------------
Davor - A Wooden Dock

* HP:Healthy MV:Winded > wehre
Arglebargle, glop-glyf!?!

where
* HP:Healthy MV:Winded > Players in your Zone
--------------------
Davor - A Wooden Dock

ex
* HP:Healthy MV:Winded > Obvious exits:
North - A Dock at the Edge of the Pier
South - The Village Pier
Down - A Small Fishing Boat

* HP:Healthy MV:Winded > n
A Dock at the Edge of the Pier
[ obvious exits: S ]
An Amayar fisherman contemplates his next big catch.
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Winded > l
s
A Dock at the Edge of the Pier
This far into the bay the dock is never still, as the large waves and
strong winds push against it. Boats of the Amayar as well as some larger
Atha'an Miere ships can be seen moving within the large bay, to and from
the harbors. Where the dock ends here is the farthest reach of the pier. A
faded sign stands at an angle.
[ obvious exits: S ]
An Amayar fisherman contemplates his next big catch.
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Winded > A Wooden Dock
[ obvious exits: N S D ]

* HP:Healthy MV:Winded > d
A Small Fishing Boat
[ obvious exits: U ]
A fishing net has been put down here.

* HP:Healthy MV:Winded > l
A Small Fishing Boat
A well crafted boat floats beside the dock, rocking to the speed of
the waves. Long oars have been drawn in while the boat is in port, but look
sturdy enough to brave the strong currents of the heavy waters. A fishy
smell hangs in the air, perhaps a holdover from this boat's last catch.
[ obvious exits: U ]
A fishing net has been put down here.

* HP:Healthy MV:Winded > u
A Wooden Dock
[ obvious exits: N S D ]

* HP:Healthy MV:Winded > d
A Small Fishing Boat
[ obvious exits: U ]
A fishing net has been put down here.

* HP:Healthy MV:Winded > l sign
You do not see that here.

* HP:Healthy MV:Winded > u
l sign
As if by a painter's brush, the sun sets in a sky of violet, red, and blue.
A Wooden Dock
[ obvious exits: N S D ]

* HP:Healthy MV:Tiring > The Sea Wind departs for Bandar Eban prompty at:
3:00 AM and 3:00 PM
Arrive early to book your passage!

* HP:Healthy MV:Tiring > time
It is 7 o'clock pm, on the 4th day of the month of Saven, year 1385.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
Fight well, die bravely!

(Server: Tue Feb 23 09:37:28 2021 EST, last rebooted 9 hours, 34 minutes ago)

* HP:Healthy MV:Tiring > save
Saving Davor.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Davor - A Wooden Dock

* HP:Healthy MV:Tiring >
The night has begun.

* HP:Healthy MV:Tiring >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Strong >
A ship of some kind is now visible in the distance.

* HP:Healthy MV:Strong >
A ship is definitely headed in this direction.

* HP:Healthy MV:Strong >
The Caemlyn city alarm sounds loudly in the distance.

* HP:Healthy MV:Strong >
An Amayar fisherman has arrived from the north.
The Sea Wind is approaching the dock.

* HP:Healthy MV:Strong >
The Sea Wind is now docked.

* HP:Healthy MV:Strong > l
where
A Wooden Dock
A wide wooden dock extends over the water, held up by strong wooden beams.
The dock leads back to the pier to the south, as well as continues farther
into the bay to the north. Beside the dock floats a small fishing boat,
tied to an iron ring latched to the dock. As the wind blows, the dock sways
back and forth along with it.
A sign is nailed to wooden piling.
[ obvious exits: N S U D ]
An Amayar fisherman contemplates his next big catch.

* HP:Healthy MV:Strong > Players in your Zone
--------------------
Davor - A Wooden Dock

* HP:Healthy MV:Strong > take crowns pack
ex
You get twelve gold crowns from a backpack.

* HP:Healthy MV:Strong > Obvious exits:
North - Too dark to tell
South - Too dark to tell
Up - On the Gangplank of the Sea Wind
Down - Too dark to tell

* HP:Healthy MV:Strong >
The Caemlyn city alarm sounds loudly in the distance.

* HP:Healthy MV:Strong > u
On the Gangplank of the Sea Wind
[ obvious exits: D ]
A brawny dockmaster mans the gangplank of the Sea Wind.

APPLYING WHAT I HAVE LEARNED

* HP:Healthy MV:Strong > give 12 crowns dockmaster
You give him twelve crowns.
The dockmaster says 'Ok, Davor. Get on.'
The dockmaster leads you onto The Sea Wind.
Aboard the Sea Wind
[ obvious exits: ]
The captain of the Sea Wind surveys crew, passengers and the sea.

* HP:Healthy MV:Strong >
You move slightly, settling your cloak into position.

* HP:Healthy MV:Fresh >
Whhoooooooossssshhhhh...---GREAT IMMERSON I REALLY FELT LIKE I WAS ON A BOAT

* HP:Healthy MV:Fresh >
Whhoooooooossssshhhhh...

* HP:Healthy MV:Fresh >
The ship begins to slow...

* HP:Healthy MV:Fresh >
The captain says 'We've arrived! Please depart quickly to the docks.'
The crew hustles you to the ship entrance.

* HP:Healthy MV:Fresh > l
On the Gangplank of the Sea Wind
This short gangplank leads to a tiny but extremely fast seafaring vessel.
The ramp can be drawn into the boat while sailing, but is currently
extended to the dock below.
[ obvious exits: D ]
A brawny dockmaster mans the gangplank of the Sea Wind.

* HP:Healthy MV:Fresh > st
d
You are already standing.

* HP:Healthy MV:Fresh > End of the Pier
[ obvious exits: N U ]
A tall Domani man is standing here, stroking his moustache.
A guard of Bandar Eban is patrolling the streets.

* HP:Healthy MV:Full > stat
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.2 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 68, Parrying bonus: 190
Your mood is: Wimpy. You will flee below: 420 Hit Points
Your posture is: Normal.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- WARDER BOND to taleena

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - End of the Pier

n
* HP:Healthy MV:Full > n
The Harbor of Bandar Eban
[ obvious exits: N E S ]
An elegant Domani lady is standing here, looking around for something.
A gull is here flying around.

* HP:Healthy MV:Full > End of the Pier
[ obvious exits: N E S ]
A sultry Domani woman with copper skin is standing here.

RUNNING BACK TO EF! I MAKE IT TO THE NORTH ROAD AND START RUNNING NORTH.

Bend in North Road
[ obvious exits: N S W ]

* HP:Healthy MV:Haggard > On a Tall Rocky Hill
[ obvious exits: E S ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A sheep is here, bleating.
An antelope blends into the scenery.

* HP:Healthy MV:Haggard > sco
You have 420(420) hit and 15(217) movement points.
You have scored 90625792 experience points and 1023 quest points.
You need 2874208 exp to level and 1977 qp to rank.
You have amassed 388 Turn points to date, ranking you Ta'veren Sixth.
You have played 66 days and 22 hours (real time).
This ranks you as Davor the Gaidin Master [Gaidin 7] (Level 47).
You are standing.

save
* HP:Healthy MV:Haggard > Saving Davor.

* HP:Healthy MV:Haggard > where
Players in your Zone
--------------------
Davor - On a Tall Rocky Hill

* HP:Healthy MV:Haggard > l in pack
e
n
backpack (used) :
[2] a jeweled wristcuff
[2] a bunch of fireworks
[4] a thin vial of yellow fluid
a bubbling draught
seventeen copper pennys
[3] a package of iron rations
[2] a stable ticket
an oilstone

* HP:Healthy MV:Haggard > Farmed Fields
[ obvious exits: N E S W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
A fox is here, hunting for rabbits.
A fox is here, hunting for rabbits.
A long-eared rabbit is here, looking quite sick.
A cute brown deer eyes you nervously.
A huge hound is here, trained to kill.
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.

* HP:Healthy MV:Haggard > Tilled Fields
[ obvious exits: N E S W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving south.
A wild hog snorts angrily, pawing at the ground.
A sheep is here, bleating.
A mole is here, looking sickly.
A wild hog snorts angrily, pawing at the ground.

* HP:Healthy MV:Haggard > w
Low Grass
[ obvious exits: E W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A mole is here, looking sickly.
An antelope blends into the scenery.
A cute brown deer eyes you nervously.
A long-eared rabbit is here, looking quite sick.

* HP:Healthy MV:Haggard > w
n
North Road
[ obvious exits: N E S W ]

* HP:Healthy MV:Haggard > On a Strong Wooden Bridge
[ obvious exits: N S D ]
A man wearing an eagle-bearing bandana stands here.

where
* HP:Healthy MV:Haggard > Players in your Zone
--------------------
Davor - On a Strong Wooden Bridge

* HP:Healthy MV:Haggard > n
n
North Road
[ obvious exits: N S ]

* HP:Healthy MV:Haggard > North Road
[ obvious exits: N S ]

* HP:Healthy MV:Haggard > where
n
Players in your Zone
--------------------
Davor - North Road

* HP:Healthy MV:Haggard > n
You are too exhausted.

* HP:Healthy MV:Haggard > You are too exhausted.

* HP:Healthy MV:Haggard > where
Players in your Zone
--------------------


THEN I REALIZE EF IS SOUTH OF ME.

THIS ADVENTURE CALLS FOR ALL RESOURCES BEING USED.

* HP:Healthy MV:Haggard > tv
qv
[take yellow pack]
You get a thin vial of yellow fluid from a backpack.

* HP:Healthy MV:Haggard > [quaff vial]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!


* R HP:Healthy MV:Haggard > n
Wagon Bridge
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving south.
A draft horse is here, being ridden by you.
A bearded coachman stands here, waiting for passengers.

* R HP:Healthy MV:Haggard > n
Well on the East End of the Green
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.
A hanging lantern lights the path.
A large stone well is here.
A stout wooden barrel stands nearby.
A draft horse is here, being ridden by you.
A simple man blends into the crowd of the city.
The Emond's Field town crier stands here, spreading the news.

w
* R HP:Healthy MV:Haggard > w
w
Northern End of the Green
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving west.
A draft horse is here, being ridden by you.
A hardened farmer stands ready to defend his homeland.
A villager woman performs her daily routine.
A gleeman is here, wearing a cloak of different colored patches.

* R HP:Healthy MV:Haggard > w
Edge of the Green
[ obvious exits: N E S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.
A hardened farmer stands ready to defend his homeland.
A hardened farmer stands ready to defend his homeland.

* R HP:Healthy MV:Haggard > Approaching the Green
[ obvious exits: N E S W ]
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Haggard > At the Western Palisade
[ obvious exits: E W ]
A draft horse is here, being ridden by you.
A hardened farmer stands ready to defend his homeland.

l w
* R HP:Healthy MV:Haggard > The palisade is open.

* R HP:Healthy MV:Haggard > where
Players in your Zone
--------------------
Davor - At the Western Palisade

* R HP:Healthy MV:Haggard > save
sco
You have already saved during this tic.

* R HP:Healthy MV:Haggard > You have 420(420) hit and 27(217) movement points.
You have scored 90625792 experience points and 1023 quest points.
You need 2874208 exp to level and 1977 qp to rank.
You have amassed 388 Turn points to date, ranking you Ta'veren Sixth.
You have played 66 days and 22 hours (real time).
This ranks you as Davor the Gaidin Master [Gaidin 7] (Level 47).
You are standing.

where
* R HP:Healthy MV:Haggard > Players in your Zone
--------------------
Davor - At the Western Palisade

* R HP:Healthy MV:Haggard > w
w
Quarry Road
[ obvious exits: E W ]
A draft horse is here, being ridden by you.

DEFINITELY NOT THE EF I REMEMBER WTF.

TRYING TO RECONCILE THE U/D EXITS ON THE MAP

* R HP:Healthy MV:Winded > Black Forest
[ obvious exits: N E S W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded >
A frightened young thief stops using a torch.

* R HP:Healthy MV:Winded > n
Deep Forest
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
A draft horse is here, being ridden by you.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* R HP:Healthy MV:Winded > s
s
Black Forest
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded > Light Forest
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.
A black vulture is here flying around.
A young and strong buck is here, munching some grass.

* R HP:Healthy MV:Winded > s
End of the Rise
[ obvious exits: N E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.
An Ogier stonemason strides by briskly.
A large snake is lying on one of the branches.

* R HP:Healthy MV:Winded > e
e
Hardwood Forest
[ obvious exits: E S W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving west.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded > s
Small Path
[ obvious exits: E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > The Forester's Yard
[ obvious exits: N E S W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
A draft horse is here, being ridden by you.
A black vulture is visible flying high in the sky.

* R HP:Healthy MV:Winded > s
Foot of the Large Tree
[ obvious exits: N W U ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > u
Above the Forest
[ obvious exits: U D ]
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > u
On the Volcano Wall
[ obvious exits: S D ]
A draft horse is here, being ridden by you.
A black-feathered vulture circles endlessly looking for carrion.
A cute bear cub is here looking for someone to play with.

* R HP:Healthy MV:Winded > s
On the Slope
[ obvious exits: N D ]
A draft horse is here, being ridden by you.
A bison is here, eating grass.

* R HP:Healthy MV:Winded > d
At the Out-cropping
[ obvious exits: N S U ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded >
You are hungry.
You move slightly, settling your cloak into position.

* R HP:Healthy MV:Winded > n
On the Edge of the Westwood
[ obvious exits: E S ]
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving east.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > s
At the Out-cropping
[ obvious exits: N S U ]
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > u
On the Slope
[ obvious exits: N D ]
There are some tracks of a ridden mount leaving down.
A draft horse is here, being ridden by you.
A bison is here, eating grass.

* R HP:Healthy MV:Winded > n
On the Volcano Wall
[ obvious exits: S D ]
A draft horse is here, being ridden by you.
A black-feathered vulture circles endlessly looking for carrion.
A cute bear cub is here looking for someone to play with.

* R HP:Healthy MV:Winded > d
Above the Forest
[ obvious exits: U D ]
There are some tracks of a ridden mount leaving up.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > d

Nunzio chats 'travelling upstream in a river means that you're going against the current, right?'

* R HP:Healthy MV:Winded > Foot of the Large Tree
[ obvious exits: N W U ]
There are some tracks of a ridden mount leaving up.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > w
Behind the Hut
[ obvious exits: N E ]
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > e
n
Foot of the Large Tree
[ obvious exits: N W U ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving up.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.

n
* R HP:Healthy MV:Winded > The Forester's Yard
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
A draft horse is here, being ridden by you.
A black vulture is visible flying high in the sky.

w
* R HP:Healthy MV:Winded > Small Path
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > n
Hardwood Forest
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded > Alas, you cannot go that way...

w
* R HP:Healthy MV:Winded > n
A frightened young thief leaves west.
End of the Rise
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
An Ogier stonemason strides by briskly.
A large snake is lying on one of the branches.

* R HP:Healthy MV:Winded > Light Forest
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving north.
A draft horse is here, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Healthy MV:Winded > n
Black Forest
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
A draft horse is here, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded > search up
You begin searching in that direction...

search down
-
You didn't find anything.

You begin searching in that direction...
A large smooth rock looks out of place.


+
A frightened young thief stops using a torch.

=open rock
Cancelled.
Ok.

* R HP:Healthy MV:Winded > sco
You have 420(420) hit and 90(217) movement points.
You have scored 90625792 experience points and 1023 quest points.
You need 2874208 exp to level and 1977 qp to rank.
You have amassed 388 Turn points to date, ranking you Ta'veren Sixth.
You have played 66 days and 22 hours (real time).
This ranks you as Davor the Gaidin Master [Gaidin 7] (Level 47).
You are standing.
You are hungry.

where
* R HP:Healthy MV:Winded > Players in your Zone
--------------------
Davor - Black Forest

* R HP:Healthy MV:Winded > inv
You are carrying:
a wealth of gold crowns (140)
a water skin

* R HP:Healthy MV:Winded > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* R HP:Healthy MV:Winded > [change posture offensive]
Posture changed to: Offensive

n
* R HP:Healthy MV:Winded > Deep Forest
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving east.
A draft horse is here, being ridden by you.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* R HP:Healthy MV:Winded > kill h.
w
They aren't here.

* R HP:Healthy MV:Winded > Strange Copse
[ obvious exits: E S W ]
There are some tracks of an animal leaving south.
A mushroom grows here.
A draft horse is here, being ridden by you.

* R HP:Healthy MV:Winded > s
Strange Copse
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A draft horse is here, being ridden by you.
A lanky, black dog-like duduk sniffs the grounds for tracks.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* R HP:Healthy MV:Winded > stat
A dog-like beast leaves east.
A dog-like beast has arrived from the west.
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 55.1 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 217, Dodging bonus: 65, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- WARDER BOND to taleena

* R HP:Healthy MV:Winded > l in apck
You do not see that item here.

* R HP:Healthy MV:Winded >
Protus chats 'yes most of the time thats what that means'

* R HP:Healthy MV:Winded > l in pack
e
backpack (used) :
[2] a jeweled wristcuff
[2] a bunch of fireworks
[3] a thin vial of yellow fluid
a bubbling draught
seventeen copper pennys
[3] a package of iron rations
[2] a stable ticket
an oilstone

* R HP:Healthy MV:Winded > Black Forest
[ obvious exits: N E S W D ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving east.
A draft horse is here, being ridden by you.
A lanky, black dog-like duduk sniffs the grounds for tracks.
A short man stands here, nervously eyeing everything in sight.

* R HP:Healthy MV:Winded > take rations pack
You get a package of iron rations from a backpack.

* R HP:Healthy MV:Winded > eat rations
You eat the rations.
You are full.

dism
* R HP:Healthy MV:Winded > lh
You stop riding him.

d
* HP:Healthy MV:Winded > [lead horse]
You start leading him.
A draft horse starts following you.

* HP:Healthy MV:Winded > Cavern
[ obvious exits: N U ]
A draft horse has arrived from above.

* HP:Healthy MV:Winded > n
Underground Cavern
[ obvious exits: N E S ]
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > l w
You see something very strange.


* HP:Healthy MV:Winded >
Nunzio chats 'okay'

* HP:Healthy MV:Winded > search west
You begin searching in that direction...
You see something very strange.


-
You skillfully discover a hidden wall.

* HP:Healthy MV:Winded > open wall
Ok.

* HP:Healthy MV:Winded > w
Hidden Tunnel
[ obvious exits: E W ]
A large predator attempts to hide in the shadows.
A draft horse has arrived from the east.

* HP:Healthy MV:Winded > w
End of the Tunnel
[ obvious exits: E S ]
A large predator attempts to hide in the shadows.
A draft horse has arrived from the east.

* HP:Healthy MV:Winded > s
Chamber of Webs
[ obvious exits: N ]
A large predator attempts to hide in the shadows.
A huge, ugly spider crouches on its web, looking for prey to suck dry.
A draft horse has arrived from the north.

* HP:Healthy MV:Winded > n
End of the Tunnel
[ obvious exits: E S ]
A large predator attempts to hide in the shadows.
A draft horse has arrived from the south.

e
* HP:Healthy MV:Winded > e
n
Hidden Tunnel
[ obvious exits: E W ]
A large predator attempts to hide in the shadows.
A draft horse has arrived from the west.

* HP:Healthy MV:Winded > Underground Cavern
[ obvious exits: N E S W ]
A draft horse has arrived from the west.

* HP:Healthy MV:Winded > Underground Cavern
[ obvious exits: N E S W ]
A troglodyte scavenges for food.
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > n
Underground Cavern
[ obvious exits: S ]
A mushroom grows here. [3]
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > search north
You begin searching in that direction...
A long narrow crack runs through the wall.


-
You skillfully discover a hidden fissure.

* HP:Healthy MV:Winded > open dissure
I see no dissure here.

* HP:Healthy MV:Winded > open fissure
Ok.

* HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Davor - Underground Cavern

* HP:Healthy MV:Winded > stat
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 54.9 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- WARDER BOND to taleena

* HP:Healthy MV:Winded > n
n
Inside the Fissure
[ obvious exits: N S ]
A bat is flitting around here, hunting insects.
A bat is here flying around.
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > Downward Tunnel
[ obvious exits: N S ]
A mushroom grows here. [3]
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > n
Turn in the Tunnel
[ obvious exits: S W ]
A draft horse has arrived from the south.

w
* HP:Healthy MV:Winded > Westerly Tunnel
[ obvious exits: E W ]
A bat is here flying around.
A bat is here flying around.
A draft horse has arrived from the east.

* HP:Healthy MV:Winded > w
w
Westerly Tunnel
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.
A draft horse has arrived from the east.

* HP:Healthy MV:Winded > Lava Tube
[ obvious exits: E W ]
A span long blood-red worm crawls toward you.

* HP:Healthy MV:Winded > w
Lava Tube
[ obvious exits: N E ]
A span long blood-red worm crawls toward you.

n
* HP:Healthy MV:Winded > Lava Tube
[ obvious exits: S W ]
A span long blood-red worm crawls toward you.
A span long blood-red worm crawls toward you.

* HP:Healthy MV:Winded > w
End of the Lava Tube
[ obvious exits: E U ]
A span long blood-red worm crawls toward you.

* HP:Healthy MV:Winded > u
Inside the Undergound Chamber
[ obvious exits: D ]
Green moss covers the area here, with grayish tendrils crawling over the floor.

* HP:Healthy MV:Winded >
A grayish-green moss tries to hit you, but you parry successfully.
You slash a grayish-green moss's trunk into bloody fragments!
A grayish-green moss tries to hit you, but you parry successfully.

* HP:Healthy MV:Winded - a grayish-green moss: Scratched >
You slash a grayish-green moss's branch into bloody fragments!
A grayish-green moss tries to hit you, but you parry successfully.

* HP:Healthy MV:Winded - a grayish-green moss: Wounded > 2
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

of
* HP:Healthy MV:Winded - a grayish-green moss: Wounded > [change posture offensive]
Posture changed to: Offensive

* HP:Healthy MV:Winded - a grayish-green moss: Wounded >
You slash a grayish-green moss's trunk into bloody fragments!
A grayish-green moss tries to hit you, but you parry successfully.

* HP:Healthy MV:Winded - a grayish-green moss: Battered > l
Inside the Undergound Chamber
This chamber is shrouded in the darkness that can only be found underground.
The walls of the chamber are covered in jagged igneous crystals that seem to
gleam with an inner light; probably they catch whatever light is present and
reflect and refract it among themselves.
[ obvious exits: D ]
A grayish-green moss is here, fighting YOU!

* HP:Healthy MV:Winded - a grayish-green moss: Battered > stat
You slash a grayish-green moss's trunk into bloody fragments!
A grayish-green moss tries to hit you, but you parry successfully.
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 54.9 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NO QUIT
- WARDER BOND to taleena

* HP:Healthy MV:Winded - a grayish-green moss: Beaten >
You slash a grayish-green moss's trunk into bloody fragments!
A grayish-green moss is dead! R.I.P.
Yet again! Seems like a rerun...
You feel like you have lost something.
Your blood freezes as you hear a grayish-green moss's death cry.

* HP:Healthy MV:Winded > stat
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 5.9 lbs and wearing 54.9 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- NO QUIT
- WARDER BOND to taleena

* HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Davor - Inside the Undergound Chamber

* HP:Healthy MV:Winded > search up
You begin searching in that direction...
A green moss covers the ceiling.


open moss
+
Ahri chats 'whats the damned syntax once on boat to falme?'

Cancelled.
I see no moss here.

* HP:Healthy MV:Winded > open ceiling
I see no ceiling here.

* HP:Healthy MV:Winded > open mossyceiling
I see no mossyceiling here.

* HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Davor - Inside the Undergound Chamber

* HP:Healthy MV:Winded > search up
You begin searching in that direction...
A green moss covers the ceiling.


-
You skillfully discover a hidden mossy.

* HP:Healthy MV:Winded > open mossy
where
Ok.

* HP:Healthy MV:Winded > Players in your Zone
--------------------
Davor - Inside the Undergound Chamber

* HP:Healthy MV:Winded > l
Inside the Undergound Chamber
This chamber is shrouded in the darkness that can only be found underground.
The walls of the chamber are covered in jagged igneous crystals that seem to
gleam with an inner light; probably they catch whatever light is present and
reflect and refract it among themselves.
[ obvious exits: U D ]
The corpse of a grayish-green moss is lying here.

* HP:Healthy MV:Winded > u
At the Out-cropping
[ obvious exits: N S U D ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving up.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.

* HP:Healthy MV:Winded > where
Players in your Zone
--------------------
Davor - At the Out-cropping

* HP:Healthy MV:Winded > d
Inside the Undergound Chamber
[ obvious exits: U D ]
The corpse of a grayish-green moss is lying here.

* HP:Healthy MV:Winded > saerch west
Arglebargle, glop-glyf!?!

* HP:Healthy MV:Winded > where
d
Players in your Zone
--------------------
Davor - Inside the Undergound Chamber

* HP:Healthy MV:Winded > End of the Lava Tube
[ obvious exits: E U ]
There are some tracks of a human leaving up.

* HP:Healthy MV:Winded > e
Lava Tube
[ obvious exits: S W ]
There are some tracks of a human leaving west.
A span long blood-red worm crawls toward you.
A span long blood-red worm crawls toward you.
A span long blood-red worm crawls toward you.

* HP:Healthy MV:Winded > s
Lava Tube
[ obvious exits: N E ]
A span long blood-red worm crawls toward you.

e
* HP:Healthy MV:Winded > Lava Tube
[ obvious exits: E W ]
A span long blood-red worm crawls toward you.

* HP:Healthy MV:Winded > e
A blood worm tries to hit you, but you dodge the attack.
No way! You're fighting for your life!

* HP:Healthy MV:Winded - a blood worm: Healthy > ex
Obvious exits:
East - Too dark to tell
West - Too dark to tell

* HP:Healthy MV:Winded - a blood worm: Healthy >
You slash a blood worm's body into bloody fragments!
A blood worm tries to hit you, but you deflect the blow.

* HP:Healthy MV:Winded - a blood worm: Battered > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Healthy MV:Winded - a blood worm: Battered > [change posture offensive]
Posture changed to: Offensive

* HP:Healthy MV:Winded - a blood worm: Battered >
You slash a blood worm's head into bloody fragments!
A blood worm is dead! R.I.P.
Blood never gets boring, does it?
You feel like you have lost something.
Your blood freezes as you hear a blood worm's death cry.

* HP:Healthy MV:Winded > e
Westerly Tunnel
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.
A draft horse is here.

* HP:Healthy MV:Winded > e
Westerly Tunnel
[ obvious exits: E W ]
A bat is flitting around here, hunting insects.
A bat is here flying around.
A draft horse has arrived from the west.

* HP:Healthy MV:Winded > e
Turn in the Tunnel
[ obvious exits: S W ]
A draft horse has arrived from the west.

* HP:Healthy MV:Winded > s
s
Downward Tunnel
[ obvious exits: N S ]
A mushroom grows here. [3]
A bat is flitting around here, hunting insects.
A bat is here flying around.
A draft horse has arrived from the north.

* HP:Healthy MV:Winded > Inside the Fissure
[ obvious exits: N S ]
A draft horse has arrived from the north.

s
* HP:Healthy MV:Winded > Underground Cavern
[ obvious exits: N S ]
A mushroom grows here. [3]
A draft horse has arrived from the north.

* HP:Healthy MV:Winded > w
Alas, you cannot go that way...

* HP:Healthy MV:Winded > s
w
Underground Cavern
[ obvious exits: N E S W ]
A draft horse has arrived from the north.

* HP:Healthy MV:Winded > Side Tunnel
[ obvious exits: E W ]
A troglodyte scavenges for food.
A draft horse has arrived from the east.

w
* HP:Healthy MV:Winded > n
Turn in the Tunnel
[ obvious exits: N E ]
A draft horse has arrived from the east.

* HP:Healthy MV:Winded > Stalactite Room
[ obvious exits: N S W ]
Sniffing at the air, a lizard as black as gleaming tar towers here.
A troglodyte scavenges for food.
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > n
River Junction
[ obvious exits: S ]
A coil of shimmering scales can be seen approaching you.
A draft horse has arrived from the south.

* HP:Healthy MV:Winded > w
Alas, you cannot go that way...

* HP:Healthy MV:Winded > search west
You begin searching in that direction...


A water serpent hits a draft horse's body.

=
A draft horse tries to hit a water serpent, but it dodges the attack.
A water serpent barely hits a draft horse's body.

-
You skillfully discover a hidden waterfall.

* HP:Healthy MV:Winded >
A water serpent swiftly dodges a draft horse's attempt to hit it.
A water serpent barely hits a draft horse's left leg.

open waterfall
* HP:Healthy MV:Winded > where
It seems to be locked.

firetruck ME.

FAMOUS WORDS THAT HAVE ENDED AND STARTED MANY CAREERS


You narrate 'anyone have pick? :)'

THE CALL WAS ANSWERED

* R HP:Healthy MV:Tiring >
Zeek tells you 'what you need.'

* R HP:Healthy MV:Tiring >
Nunzio tells you 'yup'

* R HP:Healthy MV:Tiring >
Nunzio tells you 'how high do you need?'

* R HP:Healthy MV:Tiring >
Ahri tells you 'it urgent? couldnlog draz'

* R HP:Healthy MV:Tiring >
Protus tells you 'i do. whatcha need?'

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Protus - River Junction
Davor - River Junction

* HP:Healthy MV:Full > l
Protus skillfully picks the lock of the waterfall.
River Junction
The stream flows into a large, swift river which cuts across the tunnel
ahead. The current is too strong for a craft to be reliable, much less for
swimming. The ceiling is low, and there is much evidence that this chamber
has been flooded often. The rushing sounds of water surely indicate a
strong current!
[ obvious exits: S ]
The corpse of a cave dweller is lying here.
Lord Protus the Lieutenant is standing here.
A draft horse is here.

* HP:Healthy MV:Full > open waterfall
Ok.

* HP:Healthy MV:Full > l
River Junction
The stream flows into a large, swift river which cuts across the tunnel
ahead. The current is too strong for a craft to be reliable, much less for
swimming. The ceiling is low, and there is much evidence that this chamber
has been flooded often. The rushing sounds of water surely indicate a
strong current!
[ obvious exits: S W ]
The corpse of a cave dweller is lying here.
Lord Protus the Lieutenant is standing here.
A draft horse is here.

* HP:Healthy MV:Full > w
Behind the Waterfall
[ obvious exits: ]
A draft horse has suddenly arrived.

* HP:Healthy MV:Full >
Protus has suddenly arrived.

* HP:Healthy MV:Full >
You slip and fall on the rocks behind the waterfall.
A fast, wet plummet into darkness is your fate!
Ouch!

HP:Scratched MV:Full > l
All you can do right now is think about the stars!

HP:Scratched MV:Full > l
All you can do right now is think about the stars!

HP:Scratched MV:Full >
You regain consciousness.

* HP:Scratched MV:Fresh >
Nunzio tells you 'be there in a tic'
Protus swings a jeweled dagger smoothly, Folding the Fan.

l
* HP:Scratched MV:Fresh >
Protus loosens a dark, barbed flail from a belt hook and uncoils it.

* HP:Scratched MV:Fresh > At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
A mushroom grows here. [3]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.

* HP:Scratched MV:Fresh > st
You are already standing.

* HP:Scratched MV:Fresh > guard is now set as your target.

A determined guard barely tickles Protus's body with his pound.
A determined guard barely tickles Protus's body with his pound.
Protus slices a determined guard's body very hard.
Protus tries to slice a determined guard, but he deflects the blow.
Protus slices a determined guard's body.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh > kill guard
You slash a determined guard's right foot very hard.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Scratched > snick
You snicker softly.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Scratched > l guard
All brawny muscle, this guard looks as if he could be carved from stone,
until he moves. A seasoned fighter, he knows how to separate your head from
the rest of your body.

A determined guard has a few scratches.

a determined guard is using:
<worn on head> a metal helmet
<worn on body> a burnished metal breastplate
<worn on arms> a set of chainmail sleeves
<worn as shield> a brightly emblazoned shield
<wielded> a heavy club
<worn about waist> a leather belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of chainmail leggings
<worn on feet> a pair of thin metal boots

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Scratched >
You slash a determined guard's right arm hard.
A determined guard fails to pound Protus.
A determined guard barely tickles Protus's body with his pound.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's body hard.
Protus tries to slice a determined guard, but he deflects the blow.
A determined guard barely tickles Protus's right leg with his pound.

l 2.guard
* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Hurt > All brawny muscle, this guard looks as if he could be carved from stone,
until he moves. A seasoned fighter, he knows how to separate your head from
the rest of your body.

A determined guard has a few scratches.

a determined guard is using:
<worn on head> a metal helmet
<worn on body> a burnished metal breastplate
<worn on arms> a set of chainmail sleeves
<worn as shield> a brightly emblazoned shield
<wielded> a heavy club
<worn about waist> a leather belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of chainmail leggings
<worn on feet> a pair of thin metal boots

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Hurt > l 3.guard
All brawny muscle, this guard looks as if he could be carved from stone,
until he moves. A seasoned fighter, he knows how to separate your head from
the rest of your body.

A determined guard has a few scratches.

a determined guard is using:
<worn on head> a metal helmet
<worn on body> a burnished metal breastplate
<worn on arms> a set of chainmail sleeves
<worn as shield> a brightly emblazoned shield
<wielded> a heavy club
<worn about waist> a leather belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of chainmail leggings
<worn on feet> a pair of thin metal boots

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Hurt >
You slash a determined guard's right leg very hard.
A determined guard fails to pound Protus.
A determined guard barely tickles Protus's left arm with his pound.
Protus slices a determined guard's body extremely hard.
Protus slices a determined guard's body very hard.
Protus slices a determined guard's body very hard.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Hurt > say good thing you came to save me :)

You slash a determined guard's body.
A determined guard fails to pound Protus.
A determined guard barely tickles Protus's right leg with his pound.
Protus tries to slice a determined guard, but he deflects the blow.
Protus slices a determined guard's right leg very hard.
Protus slices a determined guard's head into bloody fragments!
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > 2
You say 'good thing you came to save me :)'

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded >
You try to slash a determined guard, but he deflects the blow.
A determined guard barely tickles Protus's body with his pound.
A determined guard barely tickles Protus's right leg with his pound.
Protus slices a determined guard's head into bloody fragments!
Protus slices a determined guard's body.
Protus tries to slice a determined guard, but he parries successfully.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded >
Protus says 'hah'

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > look
At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
A mushroom grows here. [3]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded >
You slash a determined guard's body.
A determined guard barely tickles Protus's body with his pound.
A determined guard barely tickles Protus's body with his pound.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's body hard.
Protus tries to slice a determined guard, but he deflects the blow.
A determined guard barely tickles Protus's body with his pound.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > guard is now set as your target.
2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > where
Players in your Zone
--------------------
Protus - At the Underground Stream
Davor - At the Underground Stream

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Wounded > 0

You slash a determined guard's body.
A determined guard barely tickles Protus's left leg with his pound.
A determined guard barely tickles Protus's right arm with his pound.
Protus slices a determined guard's body hard.
Protus slices a determined guard's right leg into bloody fragments!
Protus slices a determined guard's body hard.
A determined guard barely tickles Protus's right leg with his pound.

[bash ] sh - Protus: Scratched - a determined guard: Wounded >

=
Protus says 'first time for me'


A determined guard barely tickles Protus's left arm with his pound.
A determined guard fails to pound Protus.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's right leg extremely hard.
Protus tries to slice a determined guard, but he parries successfully.
A determined guard fails to pound Protus.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Battered >
A determined guard fails to pound Protus.
A determined guard fails to pound Protus.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's body very hard.
Protus tries to slice a determined guard, but he parries successfully.
A determined guard barely tickles Protus's body with his pound.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Battered >
Nunzio tells you 'here'

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Battered >
You slash a determined guard's body.
A determined guard fails to pound Protus.
A determined guard fails to pound Protus.
Protus slices a determined guard's body hard.
Protus slices a determined guard's left leg into bloody fragments!
Protus slices a determined guard's right foot into bloody fragments!
A determined guard barely tickles Protus's right leg with his pound.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Battered > reply wea re in waterfall
You reply to Nunzio 'wea re in waterfall'

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Battered >
You slash a determined guard's head extremely hard.
A determined guard fails to pound Protus.
A determined guard fails to pound Protus.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's body hard.
Protus slices a determined guard's body.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten >
You try to slash a determined guard, but he parries successfully.
A determined guard tickles Protus's left arm with his pound.
A determined guard barely tickles Protus's body with his pound.
Protus tries to slice a determined guard, but he deflects the blow.
Protus tries to slice a determined guard, but he parries successfully.
Protus tries to slice a determined guard, but he deflects the blow.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten >
You slash a determined guard's left leg very hard.
A determined guard barely tickles Protus's left foot with his pound.
A determined guard tickles Protus's left hand with his pound.
Protus slices a determined guard's left foot very hard.
Protus slices a determined guard's left arm very hard.
Protus tries to slice a determined guard, but he deflects the blow.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten > tel nunzio west of EF

You slash a determined guard's left leg extremely hard.
A determined guard tickles Protus's body with his pound.
A determined guard barely tickles Protus's body with his pound.
Protus slices a determined guard's body hard.
Protus slices a determined guard's body very hard.
Protus slices a determined guard's right arm into bloody fragments!
A determined guard barely tickles Protus's left arm with his pound.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > You tell Nunzio 'west of EF'

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > where
Players in your Zone
--------------------
Protus - At the Underground Stream
Davor - At the Underground Stream

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > save
l
Saving Davor.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
A mushroom grows here. [3]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.
A determined guard is here, fighting Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical >
You slash a determined guard's left hand into bloody fragments!
A determined guard is dead! R.I.P.
Your first time! Was it good for you too?
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.
A determined guard fails to pound Protus.
Protus slices a determined guard's body hard.
Protus slices a determined guard's right leg very hard.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh > kill guard

Nunzio tells you 'okay'

* HP:Scratched MV:Fresh > You slash a determined guard's body.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Wounded >
You slash a determined guard's body.
A determined guard fails to pound Protus.
Protus slices a determined guard's right arm into bloody fragments!
Protus tries to slice a determined guard, but he parries successfully.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Wounded >
You try to slash a determined guard, but he parries successfully.
A determined guard fails to pound Protus.
Protus slices a determined guard's body hard.
Protus slices a determined guard's body.
A determined guard barely tickles Protus's right leg with his pound.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Wounded >
You slash a determined guard's right leg hard.
A determined guard fails to pound Protus.
Protus slices a determined guard's body very hard.
Protus tries to slice a determined guard, but he deflects the blow.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Battered >
You slash a determined guard's left hand into bloody fragments!
A determined guard barely tickles Protus's body with his pound.
Protus tries to slice a determined guard, but he parries successfully.
Protus tries to slice a determined guard, but he parries successfully.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Battered >
You slash a determined guard's right leg very hard.
A determined guard barely tickles Protus's left leg with his pound.
Protus tries to slice a determined guard, but he deflects the blow.
Protus slices a determined guard's left hand into bloody fragments!
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten >
Nunzio tells you 'allw?'

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten >
You try to slash a determined guard, but he deflects the blow.
A determined guard fails to pound Protus.
Protus slices a determined guard's body hard.
Protus slices a determined guard's head into bloody fragments!
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Scratched - a determined guard: Beaten >
You slash a determined guard's body.
A determined guard barely tickles Protus's right leg with his pound.
Protus tries to slice a determined guard, but he parries successfully.
Protus slices a determined guard's left leg very hard.
A determined guard barely tickles Protus's body with his pound.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > where
Players in your Zone
--------------------
Nunzio - On a Dwindling Path Through the Westwood
Protus - At the Underground Stream
Davor - At the Underground Stream

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical >
You slash a determined guard's left leg very hard.
A determined guard fails to pound Protus.
Protus slices a determined guard's body very hard.
Protus slices a determined guard's body hard.
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical >
You slash a determined guard's left leg extremely hard.
A determined guard is dead! R.I.P.
Oh, much better the second time around.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.
Protus tries to slice a determined guard, but he parries successfully.
A determined guard tickles Protus's body with his pound.

* HP:Scratched MV:Fresh > l
At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
The corpse of a determined guard is lying here. [2]
A mushroom grows here. [3]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting Protus.

kill guard
* HP:Scratched MV:Fresh > You slash a determined guard's left arm extremely hard.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Battered >
You slash a determined guard's left leg very hard.
Protus slices a determined guard's left hand into bloody fragments!
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Beaten >
You slash a determined guard's left foot into bloody fragments!
Protus tries to slice a determined guard, but he parries successfully.
A determined guard fails to pound Protus.
Protus looks at you.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Beaten > sco
HP:Scratched MP:Fresh
You have scored 90661282 experience points and 1023 quest points.
You need 2838718 exp to level and 1977 qp to rank.
You have amassed 388 Turn points to date, ranking you Ta'veren Sixth.
You have played 66 days and 23 hours (real time).
This ranks you as Davor the Gaidin Master [Gaidin 7] (Level 47).
You are fighting a determined guard.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Beaten > l davor

Davor has a few scratches.
<used as light> a lantern
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Beaten >
You slash a determined guard's body.
Protus slices a determined guard's right leg into bloody fragments!
A determined guard fails to pound Protus.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical > exam heron
It is a heron-marked longsword.
It is a two-handed long blade.
It is in quite used.

* HP:Scratched MV:Fresh - Protus: Hurt - a determined guard: Critical >
You slash a determined guard's body hard.
Protus slices a determined guard's right leg very hard.
A determined guard is incapacitated and will slowly die, if not aided.

* HP:Scratched MV:Fresh - a determined guard: Critical > l
At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
The corpse of a determined guard is lying here. [2]
A mushroom grows here. [3]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is lying here, incapacitated.

* HP:Scratched MV:Fresh - a determined guard: Critical >
You slash a determined guard's left arm into bloody fragments!
A determined guard is dead! R.I.P.
Three times is the charm!
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.

* HP:Scratched MV:Fresh > n
Where Two Streams Converge
[ obvious exits: N S ]
A guard stands here, determined you will not pass.
A guard stands here, determined you will not pass.
A guard stands here, determined you will not pass.

* HP:Scratched MV:Full >
A determined guard tries to pound you, but you deflect the blow.
A determined guard tries to pound you, but you parry successfully.
A determined guard tries to pound you, but you parry successfully.
A determined guard barely pounds your body.
A determined guard barely pounds your left arm.
You slash a determined guard's body.
A determined guard tries to pound you, but you deflect the blow.
Protus has arrived from the south.

* HP:Scratched MV:Full - a determined guard: Scratched > guard is now set as your target.
kill guard
0
Ok.

[bash ] l - a determined guard: Scratched >

*
A determined guard barely pounds your body.
A determined guard pounds your head.
A determined guard tickles your body with his pound.
Protus slices a determined guard's body.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Scratched MV:Full - a determined guard: Scratched >
Protus slices a determined guard's head into bloody fragments!
You slash a determined guard's right leg extremely hard.
You barely slash a determined guard's body.
You slash a determined guard's body hard.

* HP:Scratched MV:Full - a determined guard: Hurt > say hrm
You say 'hrm'

* HP:Scratched MV:Full - a determined guard: Hurt >
Protus swings a dark, barbed flail smoothly, Folding the Fan.

* HP:Scratched MV:Full - a determined guard: Hurt >
Protus wields a dark, grim axe in a two-handed grip.

look
* HP:Scratched MV:Full - a determined guard: Hurt > Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is sitting here
A determined guard is sitting here
A determined guard is sitting here

* HP:Scratched MV:Full - a determined guard: Hurt >
Protus blasts a determined guard's body extremely hard.
You slash a determined guard's left hand into bloody fragments!
You slash a determined guard's body hard.
You slash a determined guard's head into bloody fragments!

* HP:Scratched MV:Full - a determined guard: Wounded > kill guard
0
Ok.

* HP:Scratched MV:Full - a determined guard: Wounded > [bash ]
They already seem to be stunned.

* HP:Scratched MV:Full - a determined guard: Wounded > 0
[bash ]

+
Protus blasts a determined guard's body hard.
A determined guard tickles your body with his pound.
A determined guard pounds your body.
A determined guard tries to pound you, but you deflect the blow.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Scratched MV:Full - a determined guard: Wounded >
Protus blasts a determined guard's body into bloody fragments!
You slash a determined guard's body.
You slash a determined guard's body.
You slash a determined guard's body hard.

say wonder wtf we are
* HP:Scratched MV:Full - a determined guard: Battered >
Protus starts following you.

* HP:Scratched MV:Full - a determined guard: Battered > You say 'wonder wtf we are'

* HP:Scratched MV:Full - a determined guard: Battered > l in corpse
You do not see that item here.

* HP:Scratched MV:Full - a determined guard: Battered > group all
Protus is now a member of your group.
A draft horse is now a member of your group.

* HP:Scratched MV:Full - a determined guard: Battered >
Protus blasts a determined guard's left arm into bloody fragments!
You slash a determined guard's left leg into bloody fragments!
You slash a determined guard's body hard.
You slash a determined guard's body.

* HP:Scratched MV:Full - a determined guard: Battered > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is sitting here
A determined guard is sitting here
A determined guard is sitting here

* HP:Scratched MV:Full - a determined guard: Battered > 0
[bash ]
They already seem to be stunned.

* HP:Scratched MV:Full - a determined guard: Battered > 0
[bash ]

-
Protus blasts a determined guard's body hard.
A determined guard tickles your body with his pound.
A determined guard barely pounds your body.
A determined guard tries to pound you, but you deflect the blow.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Hurt MV:Full >
Protus blasts a determined guard's body very hard.
A determined guard tickles your body with his pound.
A determined guard barely pounds your body.
A determined guard barely pounds your body.

* HP:Hurt MV:Full - a determined guard: Hurt > kill guard
0

Protus says 'is rooms 1e and 1n'

* HP:Hurt MV:Full - a determined guard: Hurt > Ok.

You slash a determined guard's left arm extremely hard.
Protus blasts a determined guard's head into bloody fragments!
A determined guard pounds your left arm.
A determined guard pounds your right hand.
A determined guard tries to pound you, but you parry successfully.
[bash ]

-
Protus blasts a determined guard's body hard.
A determined guard tries to pound you, but you parry successfully.
A determined guard pounds your right leg.
A determined guard pounds your body.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Fresh - a determined guard: Critical > kill guard

You slash a determined guard's body hard.
You slash a determined guard's right leg extremely hard.
You slash a determined guard's left leg into bloody fragments!
Protus blasts a determined guard's body very hard.

* HP:Hurt MV:Fresh - a determined guard: Critical > Ok.

kill guard
* HP:Hurt MV:Fresh - a determined guard: Critical > Protus gets a water skin from a backpack.
Ok.

* HP:Hurt MV:Fresh - a determined guard: Critical >
Protus drinks water from a water skin.

* HP:Hurt MV:Fresh - a determined guard: Critical > kill guard
Ok.

* HP:Hurt MV:Fresh - a determined guard: Critical > kill guard

You slash a determined guard's right leg into bloody fragments!
A determined guard is dead! R.I.P.
You receive your share of experience...
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.
You slash a determined guard's left arm very hard.
You slash a determined guard's body.
Protus drinks water from a water skin.

* HP:Hurt MV:Fresh - a determined guard: Hurt > kill guard
Ok.

* HP:Hurt MV:Fresh - a determined guard: Hurt > Ok.

l n
* HP:Hurt MV:Fresh - a determined guard: Hurt > The celldoor is closed.

l e
* HP:Hurt MV:Fresh - a determined guard: Hurt > * HP:Hurt MV:Fresh - a determined guard: Hurt > 0

You slash a determined guard's left arm extremely hard.
A determined guard tries to pound you, but you parry successfully.
A determined guard pounds your body hard.

[bash ] a determined guard: Wounded >

=
Protus puts a water skin in a backpack.

=
Protus tries to blast a determined guard, but he deflects the blow.


Protus tries to blast a determined guard, but he deflects the blow.
A determined guard tickles your right hand with his pound.
A determined guard tries to pound you, but you deflect the blow.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Fresh - a determined guard: Wounded > take key all.corpse
There doesn't seem to be a key in the corpse of a determined guard.

* HP:Hurt MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's body very hard.
You slash a determined guard's body hard.
You slash a determined guard's right leg into bloody fragments!

* HP:Hurt MV:Fresh - a determined guard: Wounded > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
The corpse of a determined guard is lying here.
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is sitting here
A determined guard is sitting here

* HP:Hurt MV:Fresh - a determined guard: Wounded > where
Players in your Zone
--------------------
Protus - Where Two Streams Converge
Davor - Where Two Streams Converge

* HP:Hurt MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's body into bloody fragments!
You slash a determined guard's body hard.
You slash a determined guard's left foot into bloody fragments!

* HP:Hurt MV:Fresh - a determined guard: Wounded > 0
[bash ]

*
Protus blasts a determined guard's right leg into bloody fragments!
A determined guard barely pounds your head.
A determined guard barely pounds your right arm.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Hurt MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's head into bloody fragments!
A determined guard tickles your body with his pound.
A determined guard tries to pound you, but you parry successfully.

0
[bash ] - a determined guard: Wounded >

+
Protus tries to blast a determined guard, but he parries successfully.
A determined guard pounds your right leg.
A determined guard tries to pound you, but you parry successfully.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Wounded MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's body very hard.
You slash a determined guard's right leg very hard.
You slash a determined guard's body hard.

* HP:Hurt MV:Fresh - a determined guard: Wounded > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Hurt MV:Fresh - a determined guard: Wounded > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
The corpse of a determined guard is lying here.
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is sitting here
A determined guard is sitting here

* HP:Hurt MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's left leg into bloody fragments!
You slash a determined guard's body.
You slash a determined guard's body very hard.
A determined guard is dead! R.I.P.
You receive your share of experience...
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.

* HP:Hurt MV:Fresh - a determined guard: Wounded > l guard
All brawny muscle, this guard looks as if he could be carved from stone,
until he moves. A seasoned fighter, he knows how to separate your head from
the rest of your body.

A determined guard has quite a few wounds.

a determined guard is using:
<worn on head> a metal helmet
<worn on body> a burnished metal breastplate
<worn on arms> a set of chainmail sleeves
<worn as shield> a brightly emblazoned shield
<wielded> a heavy club
<worn about waist> a leather belt
<worn on belt> a soft leather pouch
<worn on legs> a pair of chainmail leggings
<worn on feet> a pair of thin metal boots

* HP:Hurt MV:Fresh - a determined guard: Wounded > l
Protus blasts a determined guard's body extremely hard.
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
The corpse of a determined guard is lying here. [2]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting YOU!

* HP:Hurt MV:Fresh - a determined guard: Wounded >
Protus blasts a determined guard's body hard.
You slash a determined guard's right hand into bloody fragments!
A determined guard tries to pound you, but you deflect the blow.

* HP:Hurt MV:Fresh - a determined guard: Battered > l 2.guard
You do not see that here.

* HP:Hurt MV:Fresh - a determined guard: Battered > take key all.corpse

Protus blasts a determined guard's right arm into bloody fragments!
You slash a determined guard's body.
A determined guard tries to pound you, but you parry successfully.

* HP:Hurt MV:Fresh - a determined guard: Beaten > There doesn't seem to be a key in the corpse of a determined guard.
There doesn't seem to be a key in the corpse of a determined guard.

* HP:Hurt MV:Fresh - a determined guard: Beaten >
Protus blasts a determined guard's body very hard.
You slash a determined guard's body hard.
A determined guard tries to pound you, but you parry successfully.

* HP:Hurt MV:Fresh - a determined guard: Beaten >
Protus opens the celldoor.

* HP:Hurt MV:Fresh - a determined guard: Beaten > take key all.corpse

Protus blasts a determined guard's body very hard.
You slash a determined guard's left leg hard.
A determined guard tries to pound you, but you deflect the blow.

* HP:Hurt MV:Fresh - a determined guard: Critical > There doesn't seem to be a key in the corpse of a determined guard.
There doesn't seem to be a key in the corpse of a determined guard.

* HP:Hurt MV:Fresh - a determined guard: Critical > scan n
* HP:Hurt MV:Fresh - a determined guard: Critical > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
The corpse of a determined guard is lying here. [2]
Lord Protus the Lieutenant is here, fighting a determined guard.
A determined guard is here, fighting YOU!

* HP:Hurt MV:Fresh - a determined guard: Critical >
Protus blasts a determined guard's body hard.
You slash a determined guard's body.
A determined guard tries to pound you, but you parry successfully.

* HP:Hurt MV:Fresh - a determined guard: Critical >
Protus says 'opened 1n'

* HP:Hurt MV:Fresh - a determined guard: Critical > nod
You nod in agreement.

* HP:Hurt MV:Fresh - a determined guard: Critical >
Protus blasts a determined guard's left hand into bloody fragments!
A determined guard is dead! R.I.P.
You receive your share of experience...
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.

* HP:Hurt MV:Fresh > n
The Heart of the Mountain
[ obvious exits: S ]
A mushroom grows here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!
Protus has arrived from the south.

* HP:Hurt MV:Full >
The clink of metal upon metal echoes through the cavern.

* HP:Hurt MV:Full > smile
You smile happily.

* HP:Hurt MV:Full > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Hurt MV:Full >
Zomara Khel says 'You disturb my work. What is it you want?'

* HP:Hurt MV:Full >
Protus looks at Zomara Khel.

* HP:Hurt MV:Full >
Zomara Khel carefully puts a white-hot rod of metal on the anvil.

HOLY dung SUCCESS!!!

Now how do I use this?!!

* HP:Hurt MV:Full > say exchange
You say 'exchange'

* HP:Hurt MV:Full > say trade
You say 'trade'

* HP:Hurt MV:Fresh > l sign
You do not see that here.

* HP:Hurt MV:Fresh > say repair
You say 'repair'

* HP:Hurt MV:Fresh > say do something :)
You say 'do something :)'

* HP:Hurt MV:Fresh >
Protus smirks.

MORE RESEARCH!

* HP:Hurt MV:Fresh >
Protus says 'whats she suppose to do?'

* HP:Hurt MV:Fresh > say repairs heron to pristine
You say 'repairs heron to pristine'

* HP:Hurt MV:Fresh > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Hurt MV:Fresh > l zomara
Long white hair pulled back from an aging face, this man's body is a solid
block of muscle from working at his anvil. His eyes glitter so blackly that
it's difficult to see his pupils. His skin is pale white yet oddly
luminescent, like the full moon in the winter sky. His concentration is
intense as he works his craft. Wonder what he's making?

Zomara Khel is in excellent condition.

Zomara Khel is using:
<worn on body> a thick leather vest
<worn on hands> a thick pair of leather work gloves
<worn around wrist> a wide leather wristband
<worn around wrist> a wide leather wristband
<wielded> a war hammer
<worn about waist> a wide leather belt
<worn on feet> a pair of heavy leather boots

* HP:Hurt MV:Fresh > l sign
You do not see that here.

* HP:Hurt MV:Fresh > say craft
You say 'craft'

* HP:Hurt MV:Fresh > pray any imms available
You pray 'any imms available'

* HP:Hurt MV:Fresh > l sign
l
You do not see that here.

* HP:Hurt MV:Fresh > The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Hurt MV:Fresh > say block
You say 'block'

* HP:Hurt MV:Fresh > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Hurt MV:Fresh > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Hurt MV:Fresh > where
Players in your Zone
--------------------
Nunzio - Westerly Tunnel
Protus - The Heart of the Mountain
Davor - The Heart of the Mountain

* HP:Hurt MV:Fresh > say maybe just give to hi?
You say 'maybe just give to hi?'

* HP:Hurt MV:Fresh > snick
You snicker softly.

* HP:Hurt MV:Fresh >
Protus says 'maybe. im trying to look it up'

* HP:Hurt MV:Fresh > say repair rare
You say 'repair rare'

* HP:Scratched MV:Fresh >
Zomara Khel says 'I will repair the following items, at the following cost:'

* HP:Scratched MV:Fresh >
a heron marked longsword - 1 heron marked longsword and 10 jeweled wristcuffs.
a heron marked blade - 1 heron marked blade and 10 jeweled wristcuffs.
a triple bladed dagger - 1 triple bladed dagger and 9 jeweled wristcuffs.
a shocklance - 1 shocklance and 9 jeweled wristcuffs.

* HP:Scratched MV:Fresh >
a wicked knife-bladed axe - 1 wicked knife-bladed axe and 7 jeweled wristcuffs.
a diamond-tipped lance - 1 diamond-tipped lance and 5 jeweled wristcuffs.

* HP:Scratched MV:Fresh >
Protus says 'nice'

* HP:Scratched MV:Fresh >
a heron marked greatsword - 1 heron marked greatsword and 3 jeweled wristcuffs.
a steel warhammer - 1 steel warhammer and 3 jeweled wristcuffs.
a massive war maul - 1 massive war maul and 3 jeweled wristcuffs.
a tainted maul - 1 tainted maul and 3 jeweled wristcuffs.

* HP:Scratched MV:Fresh >
Zomara Khel says 'Give me the items all at once and say that I have all.'

* HP:Scratched MV:Fresh > say uhh
Zomara Khel says 'I will have exactly 50% chance of repairing your rare.'
You say 'uhh'

* HP:Scratched MV:Fresh >
Zomara Khel says 'If I fail, I will return the wristcuffs.'

* HP:Scratched MV:Fresh > say so his prices appear to be incorrect
You say 'so his prices appear to be incorrect'

* HP:Scratched MV:Fresh > say updated post says heron long and 2jcuffs
You say 'updated post says heron long and 2jcuffs'

* HP:Scratched MV:Fresh >
Protus says '50% chance ...yikes'

* HP:Scratched MV:Fresh > say he is telling me 10 jcuffs
You say 'he is telling me 10 jcuffs'

MOTHER FUCKER 10 JCUFFS?!?!!! I HAVE 2 FROM MY FRIEND!!!

SO THIS WAS A FAIL...

* HP:Healthy MV:Fresh > say dissapointing
You say 'dissapointing'

* HP:Healthy MV:Fresh > s
Where Two Streams Converge
[ obvious exits: N S ]
Nunzio has arrived from the north.
Protus has arrived from the north.

* HP:Healthy MV:Full > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Lord Protus the Lieutenant is standing here.
Nunzio Mog Roith {Target} is standing here.

* HP:Healthy MV:Full > say htf do we get out
You say 'htf do we get out'

* HP:Healthy MV:Full > search east
You begin searching in that direction...


Nunzio falls down laughing.

+
Nunzio shrugs helplessly.
Protus says 'not sure'

-
You didn't find anything.

* HP:Healthy MV:Fresh >
Protus says 'i see no exits'

* HP:Healthy MV:Fresh > say there is a door east apparently
You say 'there is a door east apparently'

* HP:Healthy MV:Fresh > s
At the Underground Stream
[ obvious exits: N ]
A mushroom grows here. [3]
Nunzio has arrived from the north.
Protus has arrived from the north.

* HP:Healthy MV:Full > l
At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
A mushroom grows here. [3]
Lord Protus the Lieutenant is standing here.
Nunzio Mog Roith {Target} is standing here.

* HP:Healthy MV:Full > n
Where Two Streams Converge
[ obvious exits: N S ]
Nunzio has arrived from the south.
Protus has arrived from the south.

n
* HP:Healthy MV:Full >
Protus says 'its called lavaflow'

* HP:Healthy MV:Full > The Heart of the Mountain
[ obvious exits: S ]
A mushroom grows here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!
Nunzio has arrived from the south.
Protus has arrived from the south.

* HP:Healthy MV:Full >
The clink of metal upon metal echoes through the cavern.

* HP:Healthy MV:Full > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Nunzio Mog Roith {Target} is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Healthy MV:Full >
Zomara Khel says 'You disturb my work. What is it you want?'

* HP:Healthy MV:Full >
Protus says 'sounds ominas'

* HP:Healthy MV:Full >
Zomara Khel retrieves a white-hot rod of metal from the lava pool.

* HP:Healthy MV:Full >
Protus snickers softly.

* HP:Healthy MV:Full > say someone was saying you enter whirlwind?
You say 'someone was saying you enter whirlwind?'

* HP:Healthy MV:Full > snick
You snicker softly.

* HP:Healthy MV:Full > say sounds dangerous as well
You say 'sounds dangerous as well'

* HP:Healthy MV:Full > s
l
Where Two Streams Converge
[ obvious exits: N S ]
Nunzio has arrived from the north.
Protus has arrived from the north.

* HP:Healthy MV:Full > Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Lord Protus the Lieutenant is standing here.
Nunzio Mog Roith {Target} is standing here.

* HP:Healthy MV:Full >
Protus tries to open a way east, but can't.

* HP:Healthy MV:Full >
Protus says 'oh locked'

* HP:Healthy MV:Full > say needs 99 pick i think
You say 'needs 99 pick i think'

* HP:Healthy MV:Full >
Protus says 'cant pick'

* HP:Healthy MV:Full > enter whirlwind
Nunzio falls down laughing.
There is no whirlwind here.

* HP:Healthy MV:Full > enter whirlpool
There is no whirlpool here.

* HP:Healthy MV:Full >
Protus says 'key load on guys we killed?'

* HP:Healthy MV:Full >
Protus leaves south.

* HP:Healthy MV:Full >
Protus has arrived from the south.

* HP:Healthy MV:Fresh > say i checked
You say 'i checked'

* HP:Healthy MV:Fresh >
Nunzio says 'what's the door name?'

* HP:Healthy MV:Fresh > say lavaflow
You say 'lavaflow'

* HP:Healthy MV:Fresh >
Protus says 'lavaflow'

* HP:Healthy MV:Fresh > open lavaflow
It seems to be locked.

* HP:Healthy MV:Fresh >
Protus leaves north.

* HP:Healthy MV:Fresh >
Nunzio says 'try knocking?'

* HP:Healthy MV:Fresh > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Nunzio Mog Roith {Target} is standing here.

* HP:Healthy MV:Fresh > n
The Heart of the Mountain
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!
Nunzio has arrived from the south.

* HP:Healthy MV:Full >
The clink of metal upon metal echoes through the cavern.

* HP:Healthy MV:Full > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
A mushroom grows here.
Nunzio Mog Roith {Target} is standing here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Healthy MV:Full >
Zomara Khel says 'You disturb my work. What is it you want?'

* HP:Healthy MV:Full >
Zomara Khel retrieves a white-hot rod of metal from the lava pool.
Nunzio says 'exit'

* HP:Healthy MV:Full > s
Where Two Streams Converge
[ obvious exits: N S ]
Nunzio has arrived from the north.
Protus has arrived from the north.

* HP:Healthy MV:Full > l
Where Two Streams Converge
A small stream of water flows from the south into this cavern, where it
violently clashes with an underground river of molten fire. As these two
opposites come together they cancel each other out with a roar and a hiss,
dissipating into the air as if they never existed apart.
[ obvious exits: N S ]
Lord Protus the Lieutenant is standing here.
Nunzio Mog Roith {Target} is standing here.

* HP:Healthy MV:Full >
Protus says 'what the hell'

* HP:Healthy MV:Full >
Nunzio strokes his chin thoughtfully.

* HP:Healthy MV:Full > say ok i shall try something
You say 'ok i shall try something'

* HP:Healthy MV:Full > rem heron
You stop using a heron-marked longsword.

* HP:Healthy MV:Fresh > take jeweled pack
take jeweled pack
You get a jeweled wristcuff from a backpack.

inv
* HP:Healthy MV:Fresh > You get a jeweled wristcuff from a backpack.

* HP:Healthy MV:Fresh > You are carrying:
[2] a jeweled wristcuff
a heron-marked longsword
nineteen copper pennys
a wealth of gold crowns (139)
[2] a lantern
a water skin

* HP:Healthy MV:Fresh > give all protus
eq
You give a jeweled wristcuff to Protus.
You give a jeweled wristcuff to Protus.
You give a heron-marked longsword to Protus.
You give him nineteen coppers.
You give him 139 crowns.
You give a lantern to Protus.
You give a lantern to Protus.
You give a water skin to Protus.

* HP:Healthy MV:Fresh > You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Fresh > swim whirlpool
What direction is that??

* HP:Healthy MV:Fresh > swim east
You don't see anything to start swimming in.

* HP:Healthy MV:Fresh > swim south
You don't see anything to start swimming in.

* HP:Healthy MV:Fresh > ponder
You ponder life, the universe, and everything.

* HP:Healthy MV:Fresh > say there is some command for whirlpool i thought
You say 'there is some command for whirlpool i thought'

* HP:Healthy MV:Fresh >
Protus says 'thats the other zamora'

* HP:Healthy MV:Fresh > sa oh
You say 'oh'

* HP:Healthy MV:Fresh >
Protus says 'smob near mayene'

* HP:Healthy MV:Fresh > snicker
You snicker softly.

* HP:Healthy MV:Fresh >
Nunzio nods in agreement.

* HP:Healthy MV:Fresh >
Protus gives you a water skin.
Protus gives you a lantern.
Protus gives you a lantern.
Protus gives you 139 crowns.
Protus gives you nineteen coppers.
Protus gives you a heron-marked longsword.
Protus gives you a jeweled wristcuff.
Protus gives you a jeweled wristcuff.

* HP:Healthy MV:Fresh >
Protus leaves south.

* HP:Healthy MV:Fresh >
Nunzio leaves south.

* HP:Healthy MV:Fresh > wear all
You're already wearing something around both of your wrists.
You're already wearing something around both of your wrists.
You wield a heron-marked longsword.
You put a water skin on your belt.

* HP:Healthy MV:Fresh > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a water skin
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Fresh > put all pack
You put a jeweled wristcuff in a backpack.
You put a jeweled wristcuff in a backpack.
You put nineteen coppers in a backpack.
You put 139 crowns in a backpack.
You put a lantern in a backpack.
You put a lantern in a backpack.

* HP:Healthy MV:Fresh > rem skin
You stop using a water skin.

where
* HP:Healthy MV:Fresh > s
Players in your Zone
--------------------
Nunzio - At the Underground Stream
Protus - At the Underground Stream
Davor - Where Two Streams Converge

* HP:Healthy MV:Fresh > At the Underground Stream
[ obvious exits: N ]
A mushroom grows here. [3]
Nunzio Mog Roith {Target} is standing here.
Lord Protus the Lieutenant is standing here.

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Davor - At the Underground Stream
Nunzio - At the Underground Stream
Protus - At the Underground Stream

l
* HP:Healthy MV:Full > At the Underground Stream
High above is a straight chute of slick rock, worn to glasslike smoothness
over time by a waterfall. Even now the water pours down and forms shallow
pools that seep into the ground. The air is humid and, oddly, warm, almost
hot. There is a smell of sulfur tinging the smell of the water.
[ obvious exits: N ]
A mushroom grows here. [3]
Nunzio Mog Roith {Target} is standing here.
Lord Protus the Lieutenant is standing here.

PROTUS AND I DO RESEARCH AT THE SAME TIME

Amathera Aelfdene Casmir Lounault narrates 'Rally to me! I am being assaulted!'

* HP:Healthy MV:Full > say idle out i guess
You say 'idle out i guess'

* HP:Healthy MV:Full >
Nunzio nods in agreement.

* HP:Healthy MV:Full >
Amathera Aelfdene Casmir Lounault narrates 'Rally to me! I am being assaulted!'

* HP:Healthy MV:Full >
Protus leaves north.

* HP:Healthy MV:Fresh > n
n
Where Two Streams Converge
[ obvious exits: N S ]
Nunzio has arrived from the south.

* HP:Healthy MV:Full > The Heart of the Mountain
[ obvious exits: S ]
A mushroom grows here.
Lord Protus the Lieutenant is standing here.
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!
Nunzio has arrived from the south.

* HP:Healthy MV:Full >
The clink of metal upon metal echoes through the cavern.

n
* HP:Healthy MV:Full > Alas, you cannot go that way...

* HP:Healthy MV:Full > jump whirlpool
Zomara Khel says 'You disturb my work. What is it you want?'
Protus jumps into the whirlpool and is quickly drawn under!
Ok.

* HP:Healthy MV:Full >
Zomara Khel retrieves a white-hot rod of metal from the lava pool.
Davor jumps into the whirlpool and is quickly drawn under!
Chill waters buffet your body, and suck you into darkness.
Caught in a current, helpless to move, lungs straining for air...
Ouch!
You may not come out of this alive.

HP:Scratched MV:Full >
The water propels you against something firm!
All you can do right now is think about the stars!

HP:Scratched MV:Strong > tel nunzio jump whirlpool
All you can do right now is think about the stars!

HP:Scratched MV:Strong >
You regain consciousness.

* HP:Scratched MV:Strong > tel nunzio jump whirlpool
Protus tells you 'jump whirlpool'
You tell Nunzio 'jump whirlpool'

l
* HP:Scratched MV:Strong > Turn in the Tunnel
Here the thread twists west-south as it continues its descent. The heat
begins to increase, and water beads on the walls which are somewhat cooler
than the air.
[ obvious exits: S W ]
A bat is here flying around.

* HP:Scratched MV:Strong > nar haha
You narrate 'haha'

* HP:Scratched MV:Strong > nar i did it same time as you
You narrate 'i did it same time as you'

* HP:Scratched MV:Strong > nar just read the wiki

Nunzio tells you 'woohoo'

* HP:Scratched MV:Strong > You narrate 'just read the wiki'


and this is the end of my adventure for today. I spent 1-2 hours not PKing and not being very succesful at what I was aiming to do. I <3 WoTMUD

Aureus
Posts: 968
Joined: Mon Dec 28, 2020 11:13 pm

Re: Davor logs on NOT to PK

Post by Aureus » Tue Feb 23, 2021 5:43 pm

I removed the pick requirement on the waterfall, and updated Zomara to be more helpful about the syntax for both repairing and exiting. I also updated him to meet what was supposed to be the 2 jeweled wristcuff change requirement. While I was there, I also updated some of the re-forging text so that Zomara is no longer a naughty male channeler using the One Power to forge weapons (since I am also certain your valiant and noble Gaidin RP would have prevented you from accepting the re-forged weapon had you succeeded, tainted by Saidin as it would have been). Oh, and he also no longer aggros Shadowspawn, in case anyone from DS wanted to repair a rare.

Should work a bit better now. Thanks for sharing the log - lots that could have been better there.

Davor
Posts: 417
Joined: Wed Mar 18, 2015 9:38 pm

Re: Davor logs on NOT to PK

Post by Davor » Tue Feb 23, 2021 5:55 pm

Adventure #2 will be forthcoming. Please don't camp his room and slay me. :)

Davor
Posts: 417
Joined: Wed Mar 18, 2015 9:38 pm

Re: Davor logs on NOT to PK

Post by Davor » Tue Feb 23, 2021 9:50 pm

LOLOLOLOLOL.

Ok. So....

Welcome to the Wheel of Time! Type 'help' for information.
Don't forget to read the forums at http://forums.wotmud.info !


Circle of Light
[ obvious exits: N D ]
A simple staff, well made for combat, lies here.
A wooden practice shield has been dropped here.
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
Barb of Tarabon is resting here.
A kind-faced figure stands here.

You were rented for 0.45 days. Since you went linkless and/or idled out, you are charged double.
Your last allowance of per day covers all charges.

SPECIAL FEATURE! Today's XP multiplier is 2. Enjoy!


Happy Birthday! Well.. close at least. In honor of your 400th birthday the
Immortal Staff would like to offer you a chance at a reroll! This is an
automated system that can be accessed by typeing 'reroll' as a command at any
time during your visit. You will be presented with a series of twenty (20) sets
of stats to choose from or you can choose to decline and keep your existing
stats. You will not lose this chance if you rent, unless you begin the process,
so be wary. Good luck and Happy Birthday!


* HP:Healthy MV:Full > where
You have no sense of location here.

* HP:Healthy MV:Full > who
Players
-------
6 Lord Davor the Gaidin Master [Gaidin]
Sorin of Seandar
Chay of Murandy
Yoichi of Arafel
Ahri the Damane, leashed to Beharra [Damane] WANTED
Surryk of Rampore
Kirtash of Tarabon
Jaxon Lane
Etain a'Conn [Yellow Ajah]
Barb of Tarabon WANTED
Awander of Two Rivers
Tyree of Murandy
Namor the Standardbearer [Ever Victorious Army] WANTED
Abyssorit of Illian
Kukil of the Borderlands
Sonlen of Illian
Zerla of Illian
Arctus of Two Rivers

18 players displayed.

save
* HP:Healthy MV:Full > Saving Davor.

* HP:Healthy MV:Full > eq
save
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword (scratched)
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Full > Saving Davor.

* HP:Healthy MV:Full > inv
You are carrying:
a water skin

* HP:Healthy MV:Full > exam heron
It is a heron-marked longsword.
It is a two-handed long blade.
It is in quite used.

* HP:Healthy MV:Full > take stone
You don't see a stone here.

* HP:Healthy MV:Full > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword (scratched)
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Full > take stone pack
You get an oilstone from a backpack.

* HP:Healthy MV:Full > st
You are already standing.

* HP:Healthy MV:Full > hold stone
You grab an oilstone.

* HP:Healthy MV:Full > rem heron
You stop using a heron-marked longsword.

* HP:Healthy MV:Full > mend heron
You sit down.
You begin mending a heron-marked longsword.


You see the edges of a heron-marked longsword sharpen further...

*
Ahri tells you 'wher eu at'


You begin finishing off the edges of a heron-marked longsword...

*
You finish mending a heron-marked longsword...

* HP:Healthy MV:Full > reply cOl
You reply to Ahri 'cOl'

* HP:Healthy MV:Full > ws
eq
[wield heron]
You wield a heron-marked longsword.

* HP:Healthy MV:Full > You are using:
<used as light> a lantern
<held> an oilstone
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Full > eq
You are using:
<used as light> a lantern
<held> an oilstone
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Healthy MV:Full > rem stone
You stop using an oilstone.

* HP:Healthy MV:Full > put all pack
You put an oilstone in a backpack.
You put a water skin in a backpack.
Ahri tells you 'gah how'

* HP:Healthy MV:Full > l in pack
backpack (used) :
a water skin
an oilstone
nineteen copper pennys
a wealth of gold crowns (139)
[2] a package of iron rations
[2] a jeweled wristcuff
[2] a bunch of fireworks
[3] a thin vial of yellow fluid
a bubbling draught
[2] a stable ticket
[2] a lantern

* HP:Healthy MV:Full > reply idle, why
You reply to Ahri 'idle, why'

* HP:Healthy MV:Fresh > who
Players
-------
6 Lord Davor the Gaidin Master [Gaidin]
Sorin of Seandar
Chay of Murandy
Yoichi of Arafel
Ahri the Damane, leashed to Beharra [Damane] WANTED
Surryk of Rampore
Kirtash of Tarabon
Jaxon Lane
Etain a'Conn [Yellow Ajah]
Barb of Tarabon WANTED
Awander of Two Rivers
Tyree of Murandy
Namor the Standardbearer [Ever Victorious Army] WANTED
Abyssorit of Illian
Kukil of the Borderlands
Sonlen of Illian
Zerla of Illian
Arctus of Two Rivers

18 players displayed.

* HP:Healthy MV:Fresh >
Ahri tells you 'gonna spook a trap south of stronghold'

* HP:Healthy MV:Fresh > l
Circle of Light
The Wheel of Time turns, and Ages come and pass, leaving memories that
become legend. Legend fades to myth, and even myth is long forgotten when
the Age that gave it birth comes again. In one Age, called the Third Age by
some, an Age yet to come, an Age long past, you find yourself, surrounded
by a bright light.


To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website at
wotmud.org, and our forums at wotmod.org before starting out, for the
rules, maps, and more.

[ obvious exits: N D ]
A simple staff, well made for combat, lies here.
A wooden practice shield has been dropped here.
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
Barb of Tarabon is resting here.
A kind-faced figure stands here.

* HP:Healthy MV:Fresh > st
You stand up.

* HP:Healthy MV:Fresh > d
Entering the Weave...
[ obvious exits: D ]

* HP:Healthy MV:Full > enter weave emonds field
Ok.

* HP:Healthy MV:Full >
The Creator embraces you.

* HP:Healthy MV:Full > l
Entering the Weave...
You tingle as the Pattern weaves itself around you once again. You prepare
to enter the woven thread and current age.

A guidepost stands here offering instruction on how to enter this Weave of
the Wheel. You should LOOK POST.

If you are new to our world, go DOWN to Clive, who will give a few quests.
From Clive, Caemlyn is not far north. The Caemlyn Town Crier also has a few
quests to help you earn money and will give some tips if you say HELP.

[ obvious exits: D ]

* HP:Healthy MV:Full > l
Entering the Weave...
You tingle as the Pattern weaves itself around you once again. You prepare
to enter the woven thread and current age.

A guidepost stands here offering instruction on how to enter this Weave of
the Wheel. You should LOOK POST.

If you are new to our world, go DOWN to Clive, who will give a few quests.
From Clive, Caemlyn is not far north. The Caemlyn Town Crier also has a few
quests to help you earn money and will give some tips if you say HELP.

[ obvious exits: D ]

* HP:Healthy MV:Full >
Well on the East End of the Green
Flagstones have been neatly stacked and plastered to construct a stone
well. Its edge is a little over 3 feet high and a wooden roof and winch
have been constructed over it. The well has been placed on the eastern end
of a verdant grassy expanse called the Green. A rushing stream runs just to
the south, passing underneath a sturdy wooden bridge.

A map has been pinned to a board at the well.
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.
A hanging lantern lights the path.
A large stone well is here.
A stout wooden barrel stands nearby.
A hunter from Illian searches for the fabled Horn of Valere.
The Emond's Field town crier stands here, spreading the news.

* HP:Healthy MV:Full > l
Well on the East End of the Green
Flagstones have been neatly stacked and plastered to construct a stone
well. Its edge is a little over 3 feet high and a wooden roof and winch
have been constructed over it. The well has been placed on the eastern end
of a verdant grassy expanse called the Green. A rushing stream runs just to
the south, passing underneath a sturdy wooden bridge.

A map has been pinned to a board at the well.
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.
A hanging lantern lights the path.
A large stone well is here.
A stout wooden barrel stands nearby.
A hunter from Illian searches for the fabled Horn of Valere.
The Emond's Field town crier stands here, spreading the news.

* HP:Healthy MV:Full > w
w
Northern End of the Green
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
A black cat meanders to an unknown destination.

* HP:Healthy MV:Full > w
Edge of the Green
[ obvious exits: N E S W ]
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
A hardened farmer stands ready to defend his homeland.

w
* HP:Healthy MV:Full > w
Approaching the Green
[ obvious exits: N E S W ]

* HP:Healthy MV:Full > w
At the Western Palisade
[ obvious exits: E W ]
A gleeman is here, wearing a cloak of different colored patches.
A black cat meanders to an unknown destination.

* HP:Healthy MV:Full > Quarry Road
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a seanchan leaving east.

* HP:Healthy MV:Full > Quarry Road
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

w
* HP:Healthy MV:Full > Bend in the Road
[ obvious exits: N E ]
There are some tracks of a trolloc leaving north.
There are some tracks of a human leaving north.

* HP:Healthy MV:Full > n
w
Bend in Quarry Road
[ obvious exits: S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

w
* HP:Healthy MV:Full > w
Quarry Road
[ obvious exits: E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

* HP:Healthy MV:Full > w
w
Quarry Road
[ obvious exits: E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
A cute brown deer eyes you nervously.
A short man stands here, nervously eyeing everything in sight.

* HP:Healthy MV:Full > w
Quarry Road
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.

* HP:Healthy MV:Strong > Quarry Road
[ obvious exits: E W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving east.

* HP:Healthy MV:Strong > Quarry Road
[ obvious exits: N E S W ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A young and strong buck is here, munching some grass.

* HP:Healthy MV:Strong > Bend in the Road
[ obvious exits: N E ]
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving north.
A short man stands here, nervously eyeing everything in sight.

* HP:Healthy MV:Strong > n
w
Bend in the Road
[ obvious exits: S W ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving south.

* HP:Healthy MV:Strong > w
Quarry Road
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.

w
* HP:Healthy MV:Strong > Quarry Road
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
A handsome stag stands here, ready to run.

* HP:Healthy MV:Strong > Bend in the Road
[ obvious exits: E S ]
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving south.

* HP:Healthy MV:Strong > t
[track trolloc]

=
Some clear almost day-old tracks of Stronk leaving east.
Some clear almost day-old tracks of Stronk leaving south.

* HP:Healthy MV:Strong > s
Bend in Quarry Road
[ obvious exits: N S W ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving west.
A short man stands here, nervously eyeing everything in sight.
A handsome stag stands here, ready to run.

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Davor - Bend in Quarry Road
Yoichi - The Westwood

* HP:Healthy MV:Strong > w
w
Quarry Road
[ obvious exits: N E W ]
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving east.

w
* HP:Healthy MV:Strong > At the Edge of the Quarry Road
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.

w
* HP:Healthy MV:Strong > On a Dwindling Path Through the Westwood
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
A young and strong buck is here, munching some grass.
A wild hog snorts angrily, pawing at the ground.

* HP:Healthy MV:Strong > s
Twist in the Path
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving south.

* HP:Healthy MV:Strong > s
Branching in the Path
[ obvious exits: N E S ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.

s
* HP:Healthy MV:Strong > Faint Path Through the Westwood
[ obvious exits: N E S ]
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A black vulture is here flying around.

* HP:Healthy MV:Strong > w
Curve in the Path
[ obvious exits: N W ]
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.

* HP:Healthy MV:Tiring > Clearing Within the Westwood
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving west.
A bubbling spring is here, clear water offering a perfect reflection.

w
* HP:Healthy MV:Tiring > Bottom of the Ridge
[ obvious exits: E S U ]
There are some tracks of a humanoid leaving up.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving up.
There are some tracks of an animal leaving up.
There are some tracks of an animal leaving up.
There are some tracks of an animal leaving south.

* HP:Healthy MV:Tiring > u
On the Rim
[ obvious exits: W D ]
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving down.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving down.
A lanky, black dog-like duduk sniffs the grounds for tracks.
A span long blood-red worm crawls toward you.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* HP:Healthy MV:Tiring > w
n
Slope into the Crater
[ obvious exits: N E ]
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving north.

w
* HP:Healthy MV:Tiring > Forest's Edge
[ obvious exits: S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving south.
A large snake is lying on one of the branches.

* HP:Healthy MV:Tiring > Into the Forest
[ obvious exits: E S W ]
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
A bizarre looking man shouts that the world is ending.

* HP:Healthy MV:Tiring > w
Deep Forest
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
A cute bear cub is here looking for someone to play with.

s
* HP:Healthy MV:Tiring > Black Forest
[ obvious exits: N E S W D ]
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving down.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving east.

* HP:Healthy MV:Tiring > search down
The rock is obviously open.

* HP:Healthy MV:Tiring > d
n
Cavern
[ obvious exits: N U ]
A short man stands here, nervously eyeing everything in sight.

* HP:Healthy MV:Tiring > n
Underground Cavern
[ obvious exits: N E S ]

* HP:Healthy MV:Tiring > n
Underground Cavern
[ obvious exits: N E S W ]
A troglodyte scavenges for food.
A troglodyte scavenges for food.

* HP:Healthy MV:Tiring > Underground Cavern
[ obvious exits: S ]
A mushroom grows here.
A mushroom grows here. [5]
A bat is flitting around here, hunting insects.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Davor - Underground Cavern

* HP:Healthy MV:Tiring > s
Underground Cavern
[ obvious exits: N E S W ]
A troglodyte scavenges for food.
A troglodyte scavenges for food.

w
* HP:Healthy MV:Tiring > w
Side Tunnel
[ obvious exits: E W ]
A bat is flitting around here, hunting insects.
A troglodyte scavenges for food.

n
* HP:Healthy MV:Tiring > n
Turn in the Tunnel
[ obvious exits: N E ]
A troglodyte scavenges for food.

* HP:Healthy MV:Tiring > Stalactite Room
[ obvious exits: N S W ]
A coil of shimmering scales can be seen approaching you.

* HP:Healthy MV:Tiring > River Junction
[ obvious exits: S ]

* HP:Healthy MV:Tiring > open waterfall
Ok.

* HP:Healthy MV:Tiring > w
Behind the Waterfall
[ obvious exits: ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A draft horse is here.

* HP:Healthy MV:Tiring >
You slip and fall on the rocks behind the waterfall.
A fast, wet plummet into darkness is your fate!
Ouch!

HP:Scratched MV:Tiring >
A determined guard pounds your left leg.
Wimpy reset to: 367 hit points.
PANIC! You couldn't escape!
A determined guard tries to pound you, but you deflect the blow.
A determined guard tries to pound you, but you parry successfully.
A determined guard tries to pound you, but you parry successfully.
A determined guard tickles your left leg with his pound.
You try to slash a determined guard, but he parries successfully.
A determined guard tries to pound you, but you parry successfully.

* HP:Scratched MV:Tiring - a determined guard: Healthy > 2
of
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Scratched MV:Tiring - a determined guard: Healthy > [change posture offensive]
Posture changed to: Offensive

0
[bash ] ing - a determined guard: Healthy >

-
A determined guard barely pounds your head.
A determined guard barely pounds your body.
A determined guard tickles your left arm with his pound.

=
Your bash at a determined guard sends him sprawling!

* HP:Scratched MV:Tiring - a determined guard: Scratched >
A determined guard tries to pound you, but you parry successfully.
A determined guard pounds your body.
You slash a determined guard's body.

* HP:Hurt MV:Tiring - a determined guard: Scratched >
A determined guard barely pounds your body.
A determined guard barely pounds your left arm.
You slash a determined guard's left arm into bloody fragments!

* HP:Hurt MV:Tiring - a determined guard: Hurt > kill dark
They aren't here.

0
* HP:Hurt MV:Tiring - a determined guard: Hurt > [bash ]
They already seem to be stunned.

* HP:Hurt MV:Tiring - a determined guard: Hurt > stat
You are a 418 year old male human hunter.
Your height is 6 feet, 2 inches, and you weigh 205.0 lbs.
You are carrying 0.0 lbs and wearing 60.9 lbs, very light.
Your base abilities are: Str:19 Int:12 Wil:12 Dex:18 Con:19.
Offensive bonus: 205, Dodging bonus: 68, Parrying bonus: 146
Your mood is: Brave. You will flee below: 126 Hit Points
Your posture is: Offensive.
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 72% on average.

You are subjected to the following effects:
- WARDER BOND to taleena

* HP:Hurt MV:Tiring - a determined guard: Hurt >
A determined guard pounds your body.
A determined guard tries to pound you, but you parry successfully.
You slash a determined guard's left foot extremely hard.
A determined guard barely pounds your body.

guard is now set as your target.
* HP:Hurt MV:Tiring - a determined guard: Hurt > kill guard
0
Ok.

[bash ] a determined guard: Healthy >

=
A determined guard tries to pound you, but you deflect the blow.
A determined guard tries to pound you, but you deflect the blow.
A determined guard tries to pound you, but you parry successfully.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Tiring - a determined guard: Scratched >
You slash a determined guard's body hard.
You slash a determined guard's body hard.
You slash a determined guard's body hard.

* HP:Hurt MV:Tiring - a determined guard: Hurt >
You slash a determined guard's head into bloody fragments!
You slash a determined guard's right leg extremely hard.
You slash a determined guard's body.

* HP:Hurt MV:Tiring - a determined guard: Hurt > 0
[bash ]

+
A determined guard barely pounds your left arm.
A determined guard barely pounds your right arm.
A determined guard barely pounds your body.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Tiring - a determined guard: Hurt >
You slash a determined guard's body extremely hard.
You slash a determined guard's right arm into bloody fragments!
You slash a determined guard's body very hard.

* HP:Hurt MV:Tiring - a determined guard: Wounded >
You slash a determined guard's body very hard.
You slash a determined guard's body very hard.
You slash a determined guard's body hard.

* HP:Hurt MV:Tiring - a determined guard: Hurt > 0
[bash ]

+
A determined guard barely pounds your body.
A determined guard tickles your left leg with his pound.
A determined guard tickles your left leg with his pound.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Tiring - a determined guard: Hurt >
You slash a determined guard's body hard.
You slash a determined guard's head into bloody fragments!
You slash a determined guard's left hand into bloody fragments!

* HP:Hurt MV:Tiring - a determined guard: Wounded >
You slash a determined guard's body hard.
You slash a determined guard's right leg into bloody fragments!
You slash a determined guard's left foot into bloody fragments!

* HP:Hurt MV:Tiring - a determined guard: Wounded > 0
[bash ]
They already seem to be stunned.

* HP:Hurt MV:Tiring - a determined guard: Wounded > 0
[bash ]
They already seem to be stunned.

* HP:Hurt MV:Tiring - a determined guard: Wounded > 0
[bash ]

=
A determined guard barely pounds your body.
A determined guard tickles your left arm with his pound.
A determined guard barely pounds your right arm.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Hurt MV:Tiring - a determined guard: Wounded >
You slash a determined guard's left leg into bloody fragments!
You slash a determined guard's body hard.
You slash a determined guard's body.

* HP:Hurt MV:Tiring - a determined guard: Wounded >
You slash a determined guard's head into bloody fragments!
You slash a determined guard's left foot extremely hard.
You slash a determined guard's left arm into bloody fragments!

* HP:Hurt MV:Tiring - a determined guard: Battered > 0
[bash ]
They already seem to be stunned.

* HP:Hurt MV:Tiring - a determined guard: Battered > 0
A determined guard tickles your right arm with his pound.
A determined guard barely pounds your body.
You slash a determined guard's right arm hard.
A determined guard barely pounds your left hand.
[bash ]

-
A determined guard pounds your body.
A determined guard tries to pound you, but you parry successfully.
A determined guard pounds your body.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Wounded MV:Tiring - a determined guard: Battered >
You slash a determined guard's body very hard.
You slash a determined guard's left leg extremely hard.
You slash a determined guard's left hand into bloody fragments!

* HP:Wounded MV:Tiring - a determined guard: Battered >
You slash a determined guard's left arm into bloody fragments!
You slash a determined guard's left leg into bloody fragments!
You slash a determined guard's body very hard.

* HP:Wounded MV:Strong - a determined guard: Battered > 0
[bash ]

*
A determined guard barely pounds your left leg.
A determined guard tries to pound you, but you parry successfully.
A determined guard tickles your body with his pound.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Wounded MV:Strong - a determined guard: Battered > 0

A determined guard barely pounds your left arm.
A determined guard barely pounds your body.
A determined guard tries to pound you, but you deflect the blow.

[bash ] g - a determined guard: Battered >

*
A determined guard barely pounds your left hand.
A determined guard tickles your head with his pound.
A determined guard barely pounds your head.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Wounded MV:Strong - a determined guard: Battered > 0

A determined guard tries to pound you, but you deflect the blow.
A determined guard tries to pound you, but you deflect the blow.
A determined guard barely pounds your body.

[bash ] g - a determined guard: Battered >

*
A determined guard barely pounds your body.
A determined guard tries to pound you, but you deflect the blow.
A determined guard tickles your body with his pound.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Wounded MV:Strong - a determined guard: Battered > 2

You slash a determined guard's right leg into bloody fragments!
You slash a determined guard's body hard.
You slash a determined guard's body very hard.

of
* HP:Wounded MV:Strong - a determined guard: Beaten > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 126 hit points.

* HP:Wounded MV:Strong - a determined guard: Beaten > [change posture offensive]
Posture changed to: Offensive

* HP:Wounded MV:Strong - a determined guard: Beaten > guard is now set as your target.
kill guard
Ok.

* HP:Wounded MV:Strong - a determined guard: Beaten >
You slash a determined guard's body hard.
You slash a determined guard's body.
You slash a determined guard's body very hard.

* HP:Wounded MV:Strong - a determined guard: Beaten > where
0
Players in your Zone
--------------------
Davor - At the Underground Stream

* HP:Wounded MV:Strong - a determined guard: Beaten > [bash ]
They already seem to be stunned.

* HP:Wounded MV:Strong - a determined guard: Beaten > 0
[bash ]

-
A determined guard tickles your body with his pound.
A determined guard barely pounds your body.
A determined guard barely pounds your left leg.


As a determined guard avoids your bash, you topple over and fall to the ground!

* HP:Wounded MV:Strong - a determined guard: Beaten >
A determined guard barely pounds your body.
A determined guard barely pounds your right arm.
A determined guard barely pounds your left foot.

* HP:Wounded MV:Strong - a determined guard: Beaten > 0
[bash ]


A determined guard barely pounds your right arm.
A determined guard barely pounds your body.
A determined guard barely pounds your right leg.

=
A determined guard tries to pound you, but you deflect the blow.
A determined guard barely pounds your right leg.
You slash a determined guard's left leg very hard.
A determined guard pounds your body.
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Wounded MV:Strong - a determined guard: Beaten >
You slash a determined guard's right leg very hard.
You slash a determined guard's body very hard.
You slash a determined guard's right leg into bloody fragments!

* HP:Wounded MV:Strong - a determined guard: Beaten >
A determined guard barely pounds your left foot.
A determined guard tickles your right foot with his pound.
You slash a determined guard's head into bloody fragments!
A determined guard tries to pound you, but you deflect the blow.

* HP:Wounded MV:Strong - a determined guard: Critical > 0
[bash ]

+
A determined guard tickles your left hand with his pound.
A determined guard pounds your body.
A determined guard tries to pound you, but you parry successfully.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Battered MV:Strong - a determined guard: Critical >
You slash a determined guard's left leg very hard.
You slash a determined guard's right leg into bloody fragments!
You slash a determined guard's body very hard.

* HP:Battered MV:Strong - a determined guard: Critical >
You slash a determined guard's body hard.
A determined guard is dead! R.I.P.
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.
You slash a determined guard's body.
You slash a determined guard's body.

* HP:Battered MV:Strong - a determined guard: Beaten > kill guard
0
Ok.

[bash ] ng - a determined guard: Beaten >

*
A determined guard barely pounds your body.
A determined guard tickles your right arm with his pound.

=
Your bash at a determined guard sends him sprawling!
Your bash at a determined guard sends him sprawling!

* HP:Battered MV:Strong - a determined guard: Beaten >
You slash a determined guard's left leg into bloody fragments!
You slash a determined guard's left leg into bloody fragments!
A determined guard is dead! R.I.P.
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.
A determined guard stops following a determined guard.

* HP:Battered MV:Strong - a determined guard: Critical > where
Players in your Zone
--------------------
Davor - At the Underground Stream

* HP:Battered MV:Strong - a determined guard: Critical > celldoor is now set as your door1.

You slash a determined guard's right leg into bloody fragments!

* HP:Battered MV:Strong - a determined guard: Critical >
You slash a determined guard's right arm very hard.
A determined guard is dead! R.I.P.
Still better. Experience pays off.
You feel like you have lost something.
Your blood freezes as you hear a determined guard's death cry.

* HP:Battered MV:Strong > n
open celldoor
n
Where Two Streams Converge
[ obvious exits: N S ]
A guard stands here, determined you will not pass.
A guard stands here, determined you will not pass.
A guard stands here, determined you will not pass.

* HP:Battered MV:Strong > Ok.

* HP:Battered MV:Strong > The Heart of the Mountain
[ obvious exits: S ]
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Battered MV:Strong >
The clink of metal upon metal echoes through the cavern.

* HP:Battered MV:Strong > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Battered MV:Strong >
Zomara Khel says 'You disturb my work. What is it you want? Here to repair a rare weapon?'

* HP:Battered MV:Strong > say repair rare
Zomara Khel pulls a reddened rod of metal from the lava pool and then thrusts it back into place.
You say 'repair rare'

* HP:Battered MV:Strong >
Zomara Khel says 'Or if you wish to leave, you may jump into that whirlpool.'
Zomara Khel gives a nod towards the whirlpool.
Zomara Khel says 'I will repair the following items, at the cost of two jeweled wristcuffs:'

* HP:Battered MV:Strong >
a heron marked longsword
a heron marked blade
a heron marked greatsword

* HP:Battered MV:Strong >
a shocklance
a wicked knife-bladed axe
a diamond-tipped lance
a triple bladed dagger

* HP:Battered MV:Strong >
a steel warhammer
a massive war maul
a tainted maul

* HP:Battered MV:Strong >
Zomara Khel says 'Give me the items all at once and say that I have all.'

* HP:Battered MV:Strong > eq
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Battered MV:Strong >
Zomara Khel says 'I will have exactly a 50% chance of repairing your rare weapon.'

* HP:Battered MV:Strong > rem sword
You stop using a heron-marked longsword.

* HP:Battered MV:Strong >
Zomara Khel says 'If I fail, I will return the wristcuffs.'

* HP:Battered MV:Strong > take jeweled pack
take jeweled pack
You get a jeweled wristcuff from a backpack.

* HP:Battered MV:Strong > inv
You get a jeweled wristcuff from a backpack.

* HP:Battered MV:Strong > You are carrying:
[2] a jeweled wristcuff
a heron-marked longsword

* HP:Battered MV:Strong > l
The Heart of the Mountain
Deep beneath the mountain, a chamber lies half in ruins. Tiles upon the
walls flow in seven colors, and an anvil in the center of the cavern is
marked with the ancient symbol of the Aes Sedai. A pool of water lies
behind the anvil, and large cast iron buckets to either side of the anvil
partially block the glow of a puddle of molten lava behind them.
[ obvious exits: S ]
Zomara Khel stands here, working his forge.
Zomara Khel is surrounded by a shimmering white aura!

* HP:Battered MV:Strong > give all zomara
You give a jeweled wristcuff to Zomara Khel.
You give a jeweled wristcuff to Zomara Khel.
You give a heron-marked longsword to Zomara Khel.

* HP:Wounded MV:Strong > say I have all
You say 'I have all'

* HP:Wounded MV:Strong >
Zomara Khel says 'Let me see here...'

* HP:Wounded MV:Strong > where
Players in your Zone
--------------------
Davor - The Heart of the Mountain

* HP:Wounded MV:Strong >
Zomara Khel puts a soft leather pouch on his belt.
Zomara Khel puts a jeweled wristcuff in a soft leather pouch.
Zomara Khel puts a jeweled wristcuff in a soft leather pouch.
Zomara Khel grabs a pair of tongs.

* HP:Wounded MV:Strong > celldoor is now set as your door1.

Zomara Khel examines the weapon he's been given.

* HP:Wounded MV:Strong >
Zomara Khel runs a hand across it, admiring the craftsmanship.

* HP:Wounded MV:Strong >
Zomara Khel gets a mad glint in his eye.

* HP:Wounded MV:Strong > massage zomara
You gently massage Zomara Khel's shoulders.

* HP:Wounded MV:Strong > say you got this bro
You say 'you got this bro'

* HP:Wounded MV:Strong >
Zomara Khel holds the weapon, thrusting it into the lava pool.

* HP:Wounded MV:Strong >
Zomara Khel places the weapon on his anvil and brings down his mighty hammer.

* HP:Wounded MV:Strong >
Blue lightning flashes from the blow and arcs across the room.

* HP:Wounded MV:Strong > say you put a heron in a lave pool bro
Zomara Khel forges the weapon anew.
Zomara Khel gives you a heron-marked longsword.
Zomara Khel stops using a soft leather pouch.
You say 'you put a heron in a lave pool bro'

* HP:Wounded MV:Strong > ws
eq
[wield heron]
You wield a heron-marked longsword.

* HP:Wounded MV:Strong > You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a supple tunic of finely linked chain
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> a heron-marked longsword
<worn about waist> a bronze belt of odd design
<worn on belt> a heron-engraved scabbard
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Wounded MV:Strong > exam heron
It is a heron-marked longsword.
It is a two-handed long blade.
It is in pristine condition.

* HP:Wounded MV:Strong > jump whirlpool
Ok.

* HP:Wounded MV:Strong >
Davor jumps into the whirlpool and is quickly drawn under!
Chill waters buffet your body, and suck you into darkness.
Caught in a current, helpless to move, lungs straining for air...
Ouch!
You may not come out of this alive.

HP:Wounded MV:Strong >
The water propels you against something firm!
All you can do right now is think about the stars!

HP:Wounded MV:Tiring > l
All you can do right now is think about the stars!

HP:Wounded MV:Tiring >
You regain consciousness.

WHERE THE firetruck AM I?!@!#!

* HP:Wounded MV:Strong > l
Westerly Tunnel
The heat is becoming unbelievable; it is hard to imagine the source that
can produce it. Even the walls themselves are more than warm to the touch.
There are things to be thankful for, however; the steam is not so thick
as to impair your vision. The tunnel splits here, one branch going north,
one east-west, and the floor is now nearly level.
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.

* HP:Wounded MV:Strong > where
st
ex
Players in your Zone
--------------------
Davor - Westerly Tunnel

* HP:Wounded MV:Strong > You are already standing.

* HP:Wounded MV:Strong > Obvious exits:
North - A closed 'slab'
East - Too dark to tell
West - Too dark to tell

* HP:Wounded MV:Strong > save
Saving Davor.

* HP:Wounded MV:Strong > look
Westerly Tunnel
The heat is becoming unbelievable; it is hard to imagine the source that
can produce it. Even the walls themselves are more than warm to the touch.
There are things to be thankful for, however; the steam is not so thick
as to impair your vision. The tunnel splits here, one branch going north,
one east-west, and the floor is now nearly level.
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.

* HP:Wounded MV:Strong > ex
Obvious exits:
North - A closed 'slab' Examining my map to find this place.
East - Too dark to tell
West - Too dark to tell

* HP:Wounded MV:Strong > where
Players in your Zone
--------------------
Davor - Westerly Tunnel

* HP:Wounded MV:Strong > e
Westerly Tunnel
[ obvious exits: E W ]
A bat is here flying around.

* HP:Wounded MV:Strong > l
Westerly Tunnel
The tunnel is now heading west and continues on its downward incline. The
heat is increasing-- something like a sauna, but hardly so comfortable.
The darkness seems to lessen here, although it is hard to tell.
[ obvious exits: E W ]
A bat is here flying around.

* HP:Wounded MV:Strong > look
Westerly Tunnel
The tunnel is now heading west and continues on its downward incline. The
heat is increasing-- something like a sauna, but hardly so comfortable.
The darkness seems to lessen here, although it is hard to tell.
[ obvious exits: E W ]
A bat is here flying around.

* HP:Wounded MV:Strong > e
Turn in the Tunnel
[ obvious exits: S W ]
A bat is flitting around here, hunting insects.
A troglodyte scavenges for food.

* HP:Wounded MV:Strong > s
Downward Tunnel
[ obvious exits: N S ]
A mushroom grows here. [5]

* HP:Wounded MV:Strong > s
Inside the Fissure
[ obvious exits: N ]

* HP:Wounded MV:Strong >
Jaxon narrates 'got to thinking earlier...'

* HP:Wounded MV:Strong >
Namor narrates 'here it comes...'

* HP:Wounded MV:Strong > n
w
Downward Tunnel
[ obvious exits: N S ]
A mushroom grows here. [5]

* HP:Wounded MV:Strong > Alas, you cannot go that way...

* HP:Wounded MV:Strong > w
Alas, you cannot go that way...

n
* HP:Wounded MV:Strong > w
Turn in the Tunnel
[ obvious exits: S W ]
A bat is flitting around here, hunting insects.
A troglodyte scavenges for food.

* HP:Wounded MV:Strong > Westerly Tunnel
[ obvious exits: E W ]
A bat is here flying around.

* HP:Wounded MV:Strong > w
Westerly Tunnel
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.

* HP:Wounded MV:Strong > ex
Obvious exits:
North - A closed 'slab'
East - Too dark to tell
West - Too dark to tell

* HP:Wounded MV:Strong > l n
As you turn north to survey the tunnel there, your face is hit with a
blast of hot air that carries the carries the rancid odor of sulfur. The
tears in your eyes could be from the heat, the fumes, or both.

The slab is closed.

* HP:Wounded MV:Strong > open slab
ex
Ok.

* HP:Wounded MV:Strong > Obvious exits:
North - Deadly Tunnel YES I AM RETARDED.
East - Too dark to tell
West - Too dark to tell

* HP:Wounded MV:Strong > where
Players in your Zone
--------------------
Davor - Westerly Tunnel
Jaxon chats 'wouldn't of been funny if byrg went dreadlord instead of fade...'

* HP:Wounded MV:Strong > n YES. THE STORIES JESTIN TELLS ABOUT ME ARE TRUE.
Deadly Tunnel

Ack...!
WHEW!! You narrowly avoid certain death there, and retreat back to safety!!!


BUT I AM A GOOD GOD FEARING MAN SO THINGS WORK OUT.

Westerly Tunnel
The heat is becoming unbelievable; it is hard to imagine the source that
can produce it. Even the walls themselves are more than warm to the touch.
There are things to be thankful for, however; the steam is not so thick
as to impair your vision. The tunnel splits here, one branch going north,
one east-west, and the floor is now nearly level.
[ obvious exits: N E W ]
A brittle chunk of yellow crystal has formed here.

* HP:Wounded MV:Strong > ex
Obvious exits:
North - Deadly Tunnel
East - Too dark to tell
West - Too dark to tell

* HP:Wounded MV:Strong > e
e
Westerly Tunnel
[ obvious exits: E W ]
A bat is here flying around.

* HP:Wounded MV:Strong > Turn in the Tunnel
[ obvious exits: S W ]
A bat is flitting around here, hunting insects.
A troglodyte scavenges for food.

s
* HP:Wounded MV:Strong > s
Downward Tunnel
[ obvious exits: N S ]
A mushroom grows here. [5]

* HP:Wounded MV:Strong > Inside the Fissure
[ obvious exits: N ]

* HP:Wounded MV:Strong > s
Alas, you cannot go that way...

* HP:Wounded MV:Strong > open fissure
Ok.

* HP:Hurt MV:Strong > s
s
Underground Cavern
[ obvious exits: N S ]
A mushroom grows here.
A mushroom grows here. [5]
A bat is flitting around here, hunting insects.
A troglodyte scavenges for food.

* HP:Hurt MV:Strong > s
Underground Cavern
[ obvious exits: N E S W ]
A mushroom grows here.
A troglodyte scavenges for food.

* HP:Hurt MV:Strong > Underground Cavern
[ obvious exits: N E S ]

* HP:Hurt MV:Strong > s
Cavern
[ obvious exits: N U ]
Jaxon chats 'I mean, he done his best to avoid channie pk, and then becomes one!'

* HP:Hurt MV:Strong > u
Black Forest
[ obvious exits: N E S W D ]
There are some tracks of a human leaving down.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving down.
There are some tracks of a humanoid leaving south.

* HP:Hurt MV:Strong > e
e
e
Base of the Spire
[ obvious exits: N W ]
A bizarre looking man shouts that the world is ending.
A cute bear cub is here looking for someone to play with.
A black vulture is here flying around.

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

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

* HP:Hurt MV:Strong > Players in your Zone
--------------------
Davor - Base of the Spire

* HP:Hurt MV:Strong > n
e
Into the Forest
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving east.

* HP:Hurt MV:Strong > Forest's Edge
[ obvious exits: S W ]
There are some tracks of a human leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
A large snake is lying on one of the branches.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* HP:Hurt MV:Strong > s
e
Slope into the Crater
[ obvious exits: N E ]
There are some tracks of a human leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving east.
A lanky, black dog-like duduk sniffs the grounds for tracks.

* HP:Hurt MV:Strong > On the Rim
[ obvious exits: W D ]
There are some tracks of a human leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving down.

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

* HP:Hurt MV:Strong > d
Bottom of the Ridge
[ obvious exits: E S U ]
There are some tracks of a human leaving up.
There are some tracks of a humanoid leaving up.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving up.
There are some tracks of an animal leaving up.
There are some tracks of an animal leaving up.

* HP:Hurt MV:Strong > e
e
Clearing Within the Westwood
[ obvious exits: E S W ]
There are some tracks of an animal leaving east.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A bubbling spring is here, clear water offering a perfect reflection.
A span long blood-red worm crawls toward you.

* HP:Hurt MV:Strong > Curve in the Path
[ obvious exits: N W ]
There are some tracks of a human leaving west.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
A wild hog snorts angrily, pawing at the ground.
A black vulture is here flying around.

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

* HP:Hurt MV:Tiring > e
Faint Path Through the Westwood
[ obvious exits: N E S ]
There are some tracks of a human leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving east.
A squirrel is here, chittering.

* HP:Hurt MV:Tiring > Small Clearing
[ obvious exits: N W ]
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A wild hog snorts angrily, pawing at the ground.

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

* HP:Hurt MV:Tiring > e
At the Edge of a Clearing
[ obvious exits: N S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
A fox is here, hunting for rabbits.

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

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

* HP:Hurt MV:Tiring > n
e
On a Dwindling Path Through the Westwood
[ obvious exits: E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of a trolloc leaving east.
A black vulture is visible flying high in the sky.

e
* HP:Hurt MV:Tiring > At the Edge of the Quarry Road
[ obvious exits: E W ]
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A young and strong buck is here, munching some grass.
A young and strong buck is here, munching some grass.

* HP:Hurt MV:Tiring > Quarry Road
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
A handsome stag stands here, ready to run.

* HP:Hurt MV:Tiring > e
e
Bend in Quarry Road
[ obvious exits: N S W ]
There are some tracks of a human leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving north.
There are some tracks of a humanoid leaving north.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.

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

THERE WILL BE A PRISTINE HERON AS A PRIZE TO KILL DAVOR DURING THE DETROIT PK INITIATIVE THIS WEEKEND!

Brocas
Posts: 417
Joined: Fri Jul 01, 2016 10:08 am
Location: North Carolina

Re: Davor logs on NOT to PK

Post by Brocas » Sun Feb 28, 2021 11:37 am

My take away is lots of people answer Davor's questions!

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