Lisette vs the rogues

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Ghast
Posts: 98
Joined: Tue Aug 01, 2017 10:19 pm

Lisette vs the rogues

Post by Ghast » Tue May 10, 2022 1:00 pm

Me, Trill, and Marg got Lisette low, she ran commy and made zing, killed Marg, we got her crit, she went in FD, I chased her in FD, I got crit, fled out, log picks up there.......



o S HP:Beaten MV:Tiring >
e
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
nar i ticked to beat
3
where
You narrate 'i ticked to beat'

sc
o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Trill - Dusty Road by Fal Dara
Ghast - Road to Tarwin's Gap

o S HP:Beaten MV:Tiring >
You have 70(395) hit and 159(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Beaten MV:Tiring >
l
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
1
save
3
where
Saving Ghast.

o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Trill - Dusty Road by Fal Dara
Ghast - Road to Tarwin's Gap
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >

*Lisette* has arrived from the west, riding a warhorse.

eq
* S HP:Beaten MV:Tiring >
Trill narrates 'out'
You are using:
<held> a blood-red enameled trident badge
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a Kandori snowflake necklace
<worn on body> a bearskin tunic
<worn about body> a pelt of black wolfskin matted with blood
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a silver-winged basilard
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a soft leather pouch
<worn on belt> a bunch of fireworks
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

s
* S HP:Beaten MV:Tiring >

*Lisette* tries to strike you, but you deflect the blow.

* S HP:Beaten MV:Tiring - Lisette: Battered >
No way! You're fighting for your life!

f
* S HP:Beaten MV:Tiring - Lisette: Battered >

You try to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Tiring - Lisette: Battered >
You panic and attempt to flee!


You flee head over heels.
Thick Forest
The canopy overhead ends to the north, where the forest meets the old road.
Here, just within the border of the forest, the trees are thick and full.
The scent of the forest barely masks a sickly sweet stench that can just
barely be detected. To the north the road can be glimpsed through the trees.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
nar on her 4e
s
s
*Lisette* has arrived from the north, riding a warhorse.
You narrate 'on her 4e'

s
* S HP:Beaten MV:Tiring >
*Lisette* tries to strike you, but you deflect the blow.
Trill narrates 'she out'
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Lisette: Battered >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Lisette: Battered >
No way! You're fighting for your life!

f
* S HP:Beaten MV:Tiring - Lisette: Battered >
e
e
You panic and attempt to flee!

e
sc
You flee head over heels.
Light Forest
Here deep in the forest, the huge, ancient trees are all around. To the south,
the forest thickens into an impenetrable mass, but it is still possible to move
through the forest to the in the other directions. To the north, the road can
be glimpsed through the forest. A very faint sickly sweet stench sits in the
still forest air.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
Thick Forest
The forest stretches on in all directions here, the thick canopy blocking out
the sky. Quite a bit to the north, past the trees, the road leading through
the forest can be glimpsed. A very faint stench, like that of rotting meat,
is almost masked by the clean scent of the forest.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > You have 70(395) hit and 153(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

s
o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

n
o S HP:Beaten MV:Tiring >
n
e
Edge of Forest
The forest here opens onto a dusty road to the north. The thick green canopy
of the forest almost blocks out the sky, but to the north dark and foreboding
peaks can be seen thrusting into the sky. To the east, the forest continues,
but a sickly sweet stench can be detected in the still forest air.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
e
Marg narrates 'man I'm annoyed I ripped to that, stacked too many commands while flee lagged meh.'
Road to Tarwin's Gap
Both to the north and south, the forest stretches on. The jagged black peaks
of the Mountains of Dhoom can be seen thrusting into the northern sky. To the
northwest, the tip of a tower can be seen poking through the forest, while the
road itself leads east and west. Ancient and broken road markers are set into
the earth beside the road, half-buried by time.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
The Dusty Road
The dusty road plunges deeper into the sickly forest. The smell of rotten wood
permeates through the deathly still air. Twisted trees border the road, their
boughs crossing over the road forming a natural archway.
[ obvious exits: N E S W ]
Zone: Parched Ground
West: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
The Dusty Road
The sickly sweet smell becomes almost suffocating to those not used to
travelling this close to the Blight. Tracks of animals criss-cross over the
dusty road, disappearing into the foliage bordering the road.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
s
A Pine Forest
Young samplings, already showing signs of becoming warped, struggle to find
light under the thick forest canopy. The ground is moist and damp with rotting
leaves and fallen trees decaying at an excellerated rate. Mushrooms grow in
abundance, thriving in this land of the living dead.
[ obvious exits: N W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
mw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 197 hit points.

o S HP:Beaten MV:Tiring >
stat
1
save
3
where
You are a 336 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 1.4 lbs and wearing 18.4 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 151, Dodging bonus: 143, Parrying bonus: 156
Your mood is: Wimpy. You will flee below: 197 Hit Points
Your posture is: Offensive.
Your armor absorbs about 9% on average.

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

o S HP:Beaten MV:Tiring >
Trill narrates 'im '
You have already saved during this tic.

o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Ghast - A Pine Forest

o S HP:Beaten MV:Tiring >
i
You are carrying:
a mug of ale
a thin vial of yellow fluid

o S HP:Beaten MV:Tiring >

Trill narrates '5e'

o S HP:Beaten MV:Tiring >
w
A Pine Forest
Brambles and rotten limbs stretch out between the trees making travelling
difficult at best. The forest is suprisingly quiet except for the caws of
ravens high above the forest canopy. The trees grow so thickly here, little
light can make its way to the ground.
[ obvious exits: N E W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >

Trill narrates 'on'

o S HP:Beaten MV:Tiring >
sc
You have 70(395) hit and 141(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Beaten MV:Tiring >
w
Edge of Forest
The forest here opens onto a dusty road to the north. The thick green canopy
of the forest almost blocks out the sky, but to the north dark and foreboding
peaks can be seen thrusting into the sky. To the east, the forest continues,
but a sickly sweet stench can be detected in the still forest air.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
n
Road to Tarwin's Gap
Both to the north and south, the forest stretches on. The jagged black peaks
of the Mountains of Dhoom can be seen thrusting into the northern sky. To the
northwest, the tip of a tower can be seen poking through the forest, while the
road itself leads east and west. Ancient and broken road markers are set into
the earth beside the road, half-buried by time.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is here, fighting Lisette.
*Lisette* is here, fighting Trill, riding a warhorse.

* S HP:Beaten MV:Tiring >

Trill assumes an offensive striking posture.

* S HP:Beaten MV:Tiring >
mb
change mood brave
`
Mood changed to: Brave
Wimpy reset to: 118 hit points.

* S HP:Beaten MV:Tiring > *Lisette* tries to strike Trill, but he deflects the blow.
Trill tries to pierce *Lisette*, but she deflects the blow.
The Fal Dara alarm horn sounds loudly.
[k light]
You try to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Battered >
po
change posture offensive
Posture changed to: Offensive

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Battered >

You try to pierce *Lisette*, but she parries successfully.
Trill tries to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Battered >

*Lisette* panics, and attempts to flee!

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Battered >

*Lisette* leaves south riding a warhorse.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`

Trill starts following you.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
gr all
w
`
Trill is now a member of your group.

o S HP:Beaten MV:Tiring >
`
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

3
where
`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Trill - Road to Tarwin's Gap
Ghast - Road to Tarwin's Gap
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

l
o S HP:Beaten MV:Tiring >
*Lisette* has arrived from the south, riding a warhorse.
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Lisette: Battered >
3
where

*Lisette* tries to strike you, but you dodge the attack.
You try to pierce *Lisette*, but she deflects the blow.
Trill tries to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Tiring - Lisette: Battered >
`
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
*Lisette* is here, fighting YOU!, riding a warhorse.
Trill the Master Havoc is here, fighting Lisette.

* S HP:Beaten MV:Tiring - Lisette: Battered >
Players in your Zone
--------------------
Trill - Road to Tarwin's Gap
Ghast - Road to Tarwin's Gap
You catch a faint scent of a horse nearby.

* S HP:Beaten MV:Tiring - Lisette: Battered > [k light]
You do the best you can!

`
`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

* S HP:Beaten MV:Tiring - Lisette: Battered > [k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
`
You try to pierce *Lisette*, but she deflects the blow.
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

* S HP:Beaten MV:Tiring - Lisette: Battered >
Trill pierces *Lisette*'s body hard.
You pierce *Lisette*'s left arm hard.
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
`
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered > [k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Tiring - Lisette: Battered >
*Lisette* leaves west riding a warhorse.
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring > [k light]
They aren't here.

o S HP:Beaten MV:Tiring > [k light]
They aren't here.

w
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

w
w
o S HP:Beaten MV:Tiring >
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
Trill has arrived from the east.

w
* S HP:Beaten MV:Tiring >
Trill tries to pierce *Lisette*, but she parries successfully.
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is here, fighting Lisette.

o S HP:Beaten MV:Tiring >
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara

`
o S HP:Beaten MV:Tiring >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
e
`
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

e
`
o S HP:Beaten MV:Tiring >
`
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is here, fighting Lisette.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

e
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is here, fighting Lisette.
*Lisette* is here, fighting Trill, riding a warhorse.

* S HP:Beaten MV:Tiring >
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Battered >
You pierce *Lisette*'s body hard.
*Lisette* tries to strike Trill, but he dodges the attack.
Trill pierces *Lisette*'s left leg hard.
*Lisette* leaves east riding a warhorse.
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
e
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.

`
* S HP:Beaten MV:Winded >
`
Trill pierces *Lisette*'s body hard.
[k light]
You pierce *Lisette*'s right arm hard.

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Beaten > [k light]
You do the best you can!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Beaten >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Beaten >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Beaten >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Beaten >
You pierce *Lisette*'s left foot.
*Lisette* tries to strike Trill, but he dodges the attack.
Trill tries to pierce *Lisette*, but she parries successfully.
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

w
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
No way! You're fighting for your life!

w
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
w
*Lisette* leaves west riding a warhorse.
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
Trill has arrived from the east.

* S HP:Beaten MV:Winded >
`
Trill tries to pierce *Lisette*, but she parries successfully.
[k light]
You try to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
You try to pierce *Lisette*, but she deflects the blow.
No way! You're fighting for your life!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
`
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

w
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
You try to pierce *Lisette*, but she deflects the blow.
Trill tries to pierce *Lisette*, but she deflects the blow.
No way! You're fighting for your life!

w
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
*Lisette* leaves west riding a warhorse.
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.

* S HP:Beaten MV:Winded >
w
*Lisette* leaves north riding a warhorse.
[k light]
They aren't here.

`
o S HP:Beaten MV:Winded >
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Winded >
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
e
n
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.
Trill has arrived from the west.

o S HP:Beaten MV:Winded >
n
n
n
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Winded >
n
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.
Trill has arrived from the south.

o S HP:Beaten MV:Winded >
n
`
`

Your heartbeat calms down more as you feel less panicked.

Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
South: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.

* S HP:Beaten MV:Tiring >
Trill tries to pierce *Lisette*, but she parries successfully.
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: A Shienaran sergeant watches for the enemy here.
East: A chestnut stallion trots about.
South: Trill the Master Havoc is here, fighting Lisette.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Beaten MV:Tiring >
[k light]
They aren't here.

* S HP:Beaten MV:Tiring >
[k light]
They aren't here.

s
* S HP:Beaten MV:Tiring >
`
`
`
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
Trill the Master Havoc is here, fighting Lisette.
*Lisette* is here, fighting Trill, riding a warhorse.

* S HP:Beaten MV:Tiring >
`
[k light]
You pierce *Lisette*'s right arm hard.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical > *Lisette* leaves north riding a
warhorse.
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
n
`
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: A Shienaran sergeant watches for the enemy here.
East: A chestnut stallion trots about.
South: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Beaten MV:Tiring >
s
Trill tries to pierce *Lisette*, but she deflects the blow.
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical >
s

*Lisette* panics, and attempts to flee!

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical >
s

You pierce *Lisette*'s right leg hard.
A member of the Lancer cavalry joins Lisette's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin stops using a lantern.
Lord Kajin joins a member of the Lancer cavalry's fight!
Trill tries to pierce *Lisette*, but she deflects the blow.
Trill tries to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Tiring - Trill: Wounded - Lisette: Critical >

*Lisette* leaves north riding a warhorse.

o S HP:Beaten MV:Tiring - a member of the Lancer cavalry: Healthy >
No way! You're fighting for your life!

o S HP:Beaten MV:Tiring - a member of the Lancer cavalry: Healthy >
s
f
No way! You're fighting for your life!

o S HP:Beaten MV:Tiring - a member of the Lancer cavalry: Healthy > Trill
panics, and attempts to flee!
You panic and attempt to flee!

s
s

Trill leaves east.

You flee head over heels.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
s
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
s
s
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

s
o S HP:Beaten MV:Tiring >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Beaten MV:Tiring >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara

w
w
o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

`
o S HP:Beaten MV:Tiring >
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara

`
o S HP:Beaten MV:Tiring >
`
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

3
where
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
Players in your Zone
--------------------
Trill - Campsite
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring > [k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

3
where
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring > [k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring > [k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring > [k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring > [k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

nar blocking 2n
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring > [k light]
They aren't here.

o S HP:Beaten MV:Tiring >
3
where
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
`
You narrate 'blocking 2n'

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
Players in your Zone
--------------------
Trill - Dusty Road by Fal Dara
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
Trill narrates 'see?'
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
nar wher she be
3
where
Trill says 'here'
You narrate 'wher she be'

`
o S HP:Beaten MV:Tiring >
`
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

l
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring > [k light]
They aren't here.

o S HP:Beaten MV:Tiring >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.
Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
sa damn
You say 'damn'

o S HP:Beaten MV:Tiring >
e
e
n
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.

n
n
o S HP:Beaten MV:Tiring >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.
Trill has arrived from the west.

o S HP:Beaten MV:Tiring >
n
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
3
where
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
`
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Winded >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Winded >
Players in your Zone
--------------------
Trill - Entrance to Campsite
Ghast - Entrance to Campsite
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Winded >
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
n
`
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Winded >
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
scan n
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

o S HP:Beaten MV:Winded >
n
`
`
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: A Shienaran sergeant watches for the enemy here.
East: A chestnut stallion trots about.
South: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

`
* S HP:Beaten MV:Winded >
Trill tries to pierce *Lisette*, but she parries successfully.
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >

*Lisette* panics, and attempts to flee!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >

You try to pierce *Lisette*, but she parries successfully.
A member of the Lancer cavalry joins Lisette's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
*Lisette* tries to strike Trill, but he parries successfully.
Trill tries to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >

*Lisette* panics, and attempts to flee!

f
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >

Trill tries to pierce *Lisette*, but she deflects the blow.
Trill panics, and attempts to flee!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical > PANIC! You couldn't escape!
flee

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
`
`
`
*Lisette* leaves south riding a warhorse.
You panic and attempt to flee!


Trill leaves south.

`
`
You try to pierce a member of the Lancer cavalry, but he deflects the blow.
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
Lord Kajin holds a lantern above his head.
Lord Kajin blasts your right arm into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
Trill the Master Havoc is here, fighting Lisette.
*Lisette* is here, fighting Trill, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical > [k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
`
Trill narrates '1s'
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical > You try to pierce *Lisette*, but she
deflects the blow.
[k light]
You do the best you can!

`
* S HP:Beaten MV:Winded - Trill: Wounded - Lisette: Critical >
*Lisette* leaves north riding a warhorse.
[k light]
They aren't here.

`
o S HP:Beaten MV:Winded >
`
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
`
[k light]
They aren't here.

o S HP:Beaten MV:Winded > [k light]
They aren't here.

o S HP:Beaten MV:Winded >
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
[k light]
They aren't here.

o S HP:Beaten MV:Winded >
n
`
`
Trill leaves north.
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: East: A chestnut stallion trots about.
Trill the Master Havoc is standing here.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Beaten MV:Winded >

Lord Kajin blasts your body extremely hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

s

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

You flee head over heels.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
nar i crit
sc
You narrate 'i crit'

o S HP:Critical MV:Winded >
You have 54(395) hit and 106(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Critical MV:Winded >

Trill narrates 'on kaj'

o S HP:Critical MV:Winded >
n
`
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.

`
o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
Trill narrates 'nod'
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

o S HP:Critical MV:Winded >
*Lisette* has arrived from the north, riding a warhorse.
[k light]
You try to pierce *Lisette*, but she parries successfully.

* S HP:Critical MV:Winded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
tt
rem dagger;draw throwing;throw;wield dagger

You try to pierce *Lisette*, but she deflects the blow.

* S HP:Critical MV:Winded - Lisette: Critical >
You stop using a silver-winged basilard.

* S HP:Critical MV:Winded - Lisette: Critical >
You try to quietly draw a throwing spike from a pelt of black wolfskin matted with blood.

* S HP:Critical MV:Winded - Lisette: Critical >
You throw a throwing spike at *Lisette*.

* S HP:Critical MV:Winded - Lisette: Critical >
`

A throwing spike arcs through the air.

* S HP:Critical MV:Winded - Lisette: Critical >
`
Trill leaves south.
You wield a silver-winged basilard.

`
* S HP:Critical MV:Winded - Lisette: Critical >
*Lisette* grunts in pain as she is struck by a throwing spike.
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
[k light]
You do the best you can!

`
* S HP:Critical MV:Winded - Lisette: Critical >
*Lisette* tries to strike you, but you parry successfully.
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
`
[k light]
You do the best you can!

`
* S HP:Critical MV:Winded - Lisette: Critical >
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
[k light]
You do the best you can!

f
* S HP:Critical MV:Winded - Lisette: Critical >

Trill barely pierces *Lisette*'s left leg.

* S HP:Critical MV:Winded - Lisette: Critical > You try to pierce *Lisette*,
but she deflects the blow.
You panic and attempt to flee!

`

Trill assumes an offensive striking posture.

`
`

*Lisette* leaves west riding a warhorse.

s
s

Your heartbeat calms down more as you feel less panicked.

You flee head over heels.
Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
North: A chestnut stallion trots about.
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran sergeant watches for the enemy here.
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring >
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring >

A sergeant bellows 'dkUrE Mda mJih eqkqu fWDgf Szl ishd ?PEdgyjm'

o S HP:Beaten MV:Tiring >
nar she ate a spike while crit
w
You narrate 'she ate a spike while crit'

s
o S HP:Beaten MV:Tiring >
s
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
s
*Lisette* has arrived from the south, riding a warhorse.
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North:
s
o S HP:Beaten MV:Tiring >
s
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

s
o S HP:Beaten MV:Tiring >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
Trill leaves south.
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is standing here.

`
o S HP:Beaten MV:Tiring >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

`
o S HP:Beaten MV:Tiring >
`
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
`
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

l
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

3
where
o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

`
o S HP:Beaten MV:Tiring >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is standing here.

`
o S HP:Beaten MV:Tiring >
`
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

n
n
o S HP:Beaten MV:Tiring >
n
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring > Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
`
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

n
o S HP:Beaten MV:Tiring >
n

Trill narrates 'she low'

o S HP:Beaten MV:Tiring >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.

`
o S HP:Beaten MV:Tiring >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.
South: Trill the Master Havoc is standing here.

o S HP:Beaten MV:Tiring >
[k light]
They aren't here.

n
o S HP:Beaten MV:Tiring >
`
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: A Shienaran sergeant watches for the enemy here.
East: A chestnut stallion trots about.
South: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.

`
* S HP:Beaten MV:Tiring >
Trill tries to pierce *Lisette*, but she parries successfully.
[k light]
You try to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Trill: Battered - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Beaten MV:Tiring - Trill: Battered - Lisette: Critical >

Lord Kajin leaves south.
A member of the Lancer cavalry leaves south riding a chestnut stallion.
A member of the Lancer cavalry leaves south riding a chestnut stallion.
A member of the Lancer cavalry leaves south riding a chestnut stallion.
A member of the Lancer cavalry leaves south riding a chestnut stallion.
Trill tries to pierce *Lisette*, but she deflects the blow.

* S HP:Beaten MV:Tiring - Trill: Battered - Lisette: Critical >
f

*Lisette* panics, and attempts to flee!

* S HP:Beaten MV:Tiring - Trill: Battered - Lisette: Critical >
You panic and attempt to flee!

`
`

*Lisette* leaves south riding a warhorse.

`
`
You flee head over heels.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.
East: A Shienaran sergeant watches for the enemy here.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here.
[k light]
You try to pierce *Lisette*, but she parries successfully.

* S HP:Beaten MV:Tiring - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Beaten MV:Tiring - Lisette: Critical >

Lord Kajin blasts your body extremely hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
Lord Kajin blasts your left leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
Lord Kajin stops using a lantern.
You swiftly dodge *Lisette*'s attempt to strike you.

`
You flee head over heels.
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: [k light]
They aren't here.

o S HP:Critical MV:Tiring >
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
Trill has arrived from the north.
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
s

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

* S HP:Critical MV:Tiring >
*Lisette* tries to strike Trill, but he parries successfully.
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North:
sc
o S HP:Critical MV:Tiring >
You have 10(395) hit and 123(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
n
tt
rem dagger;draw throwing;throw;wield dagger
Trill narrates 'on 1s'
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
*Lisette* is here, fighting Trill, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
Trill the Master Havoc is here, fighting Lisette.

* S HP:Critical MV:Tiring > You stop using a silver-winged basilard.

`
* S HP:Critical MV:Tiring >
*Lisette* releases streaks of Fire at Trill, who screams in pain.
You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Critical MV:Tiring >
Throw at who?

* S HP:Critical MV:Tiring >
Trill tries to pierce *Lisette*, but she parries successfully.
*Lisette* tries to strike Trill, but he deflects the blow.
You're already wielding a weapon.

`
* S HP:Critical MV:Tiring >
[k light]
You tickle *Lisette*'s left leg with your sting.

* S HP:Critical MV:Tiring - Trill: Battered - Lisette: Critical >
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

tt
rem dagger;draw throwing;throw;wield dagger
* S HP:Critical MV:Tiring - Trill: Battered - Lisette: Critical >

Trill assumes an offensive striking posture.

* S HP:Critical MV:Tiring - Trill: Battered - Lisette: Critical >
You don't seem to be using a dagger.

* S HP:Critical MV:Tiring - Trill: Battered - Lisette: Critical >
*Lisette* leaves south riding a warhorse.
You are already wielding a weapon!

o S HP:Critical MV:Tiring >
Throw at who?

o S HP:Critical MV:Tiring >
You're already wielding a weapon.

o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

s
o S HP:Critical MV:Tiring >
t
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded > Who do you wish to tell what??

o S HP:Critical MV:Winded >
throw
s
s
Throw at who?

s
o S HP:Critical MV:Winded > Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!

s
* S HP:Critical MV:Winded >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

`
o S HP:Critical MV:Winded >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
`
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

n
o S HP:Critical MV:Winded >
n
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
sc
You have 24(395) hit and 109(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Critical MV:Winded >
sa 10 hp
You say '10 hp'

o S HP:Critical MV:Winded >
sa lol
3
where
You say 'lol'

o S HP:Critical MV:Winded >
Players in your Zone
--------------------
Trill - Campsite
Ghast - Little Path
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Winded >
sc
You have 24(395) hit and 109(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
l
`
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded > [k light]
They aren't here.

o S HP:Critical MV:Winded >
nar i have 10 hp lol
eq
You narrate 'i have 10 hp lol'

o S HP:Critical MV:Winded >
You are using:
<held> a blood-red enameled trident badge
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a Kandori snowflake necklace
<worn on body> a bearskin tunic
<worn about body> a pelt of black wolfskin matted with blood
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a throwing spike
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a soft leather pouch
<worn on belt> a bunch of fireworks
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

o S HP:Critical MV:Winded >

Trill narrates 'on'

o S HP:Critical MV:Winded >
s
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
sheath
You sheath a throwing spike into a camouflaged hood.

o S HP:Critical MV:Winded >

Piperss narrates 'wher on'

draw dagger
o S HP:Critical MV:Winded >
`
You don't seem to have a sheathed weapon.

o S HP:Critical MV:Winded >
Trill narrates 'nmob'
[k light]
They aren't here.

n
o S HP:Critical MV:Winded >
n
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
i
You are carrying:
a silver-winged basilard
a mug of ale
a thin vial of yellow fluid

o S HP:Critical MV:Winded >
wield dagger
You wield a silver-winged basilard.

n
o S HP:Critical MV:Winded >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
n
w
w
w
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
North: East: A Shienaran sergeant watches for the enemy here.

w
o S HP:Critical MV:Winded >
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
West: A Shienaran sergeant watches for the enemy here.

`
o S HP:Critical MV:Winded >
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
North: A tough Shienaran soldier waits here.
West: A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

`
o S HP:Critical MV:Winded >
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
Zone: Borderlands North of Fal Dara
East: A Shienaran sergeant watches for the enemy here.
*Lisette* is here, fighting Trill, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
Trill the Master Havoc is here, fighting Lisette.

`
* S HP:Critical MV:Winded >
Alas, you cannot go that way...

* S HP:Critical MV:Winded >
[k light]
You pierce *Lisette*'s head.

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >

Trill narrates 'nomob'

mb
change mood brave
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
`
*Lisette* panics, and attempts to flee!
Mood changed to: Brave
Wimpy reset to: 118 hit points.

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
`
`
[k light]
You do the best you can!

`
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
You try to pierce *Lisette*, but she parries successfully.
Trill tries to pierce *Lisette*, but she deflects the blow.
*Lisette* tries to strike Trill, but he deflects the blow.
[k light]
You do the best you can!

`
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
`
*Lisette* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

s
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

w
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

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

s
* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
w
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Trill: Critical - Lisette: Critical >
*Lisette* leaves east riding a warhorse.
Bend in the Path
As you trudge along, the path arcs towards the north here, deeper into the
forest. The tracks you leave behind are lost in the mass of tracks you can
see on the path, leading both ways. To the west, you can barely make out
the end of the path, and to the north, you can see that the path bends back
to it's east-west orientation.
[ obvious exits: N W ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.
Trill has arrived from the north.

w
o S HP:Critical MV:Winded >
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
`
`
[k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
s
s
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

s
o S HP:Critical MV:Winded >
Hidden Path
The trees to either side loom up beside and over this path, concealing the
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

e
o S HP:Critical MV:Winded >
e
Burnt Wagons
You are standing among the smoldering remains of what was once probably a
merchant caravan. A pair of smashed wagons are here by the side of the road.
Looking around, you see no bodies lying around, but you get the feeling that
they were only recently cleared out - else the wagons would have been removed
also. There is no visible way that the bodies were taken away - you can't see
any tracks along the road, nor any paths among the thickset trees. The road
continues east and west.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
s
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
s
Alas, you cannot go that way...

e
o S HP:Critical MV:Winded >
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.

e
o S HP:Critical MV:Winded >
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: Trill the Master Havoc is standing here.
Trill has arrived from the north.

`
o S HP:Critical MV:Winded >
`
`
The snow lightens up a bit.
Your heartbeat calms down more as you feel less panicked.
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.

o S HP:Critical MV:Tiring >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
West: Trill the Master Havoc is standing here.
A squat border stone juts from the soil.

3
where
o S HP:Critical MV:Tiring >
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

`
o S HP:Critical MV:Tiring >
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring > [k light]
They aren't here.

o S HP:Critical MV:Tiring >
[k light]
They aren't here.

l
o S HP:Critical MV:Tiring >
3
where
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.
Trill the Master Havoc is standing here.

`
o S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Tiring > [k light]
They aren't here.

o S HP:Critical MV:Tiring >
l
[k light]
They aren't here.

o S HP:Critical MV:Tiring > [k light]
They aren't here.

o S HP:Critical MV:Tiring >
3
where
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
Trill narrates 'she super crit i crit'
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.
Trill the Master Havoc is standing here.

o S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

sc
o S HP:Critical MV:Tiring > [k light]
They aren't here.

o S HP:Critical MV:Tiring >
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
You have 38(395) hit and 124(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Critical MV:Tiring >
nar we lal crit
3
where
`
You narrate 'we lal crit'

`
o S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Trill - The Dusty Road
Ghast - The Dusty Road
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Tiring >
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
sc
[k light]
They aren't here.

o S HP:Critical MV:Tiring >
Trill narrates '29'
You have 38(395) hit and 124(241) movement points.
You have scored 108500001 experience points and 1558 quest points.
You need 1727319362 exp to level and 1442 qp to rank.
You have acquired 686 alt qps to date.
You have amassed 9 Turn points to date.
You have played 46 days and 7 hours (real time).
This ranks you as Ghast the Master Havoc [Ko'bal 7] (Level 51).
You are standing.

o S HP:Critical MV:Tiring >

*Lisette* has arrived from the west, riding a warhorse.

* S HP:Critical MV:Tiring >

*Lisette* tries to strike Trill, but he deflects the blow.

`
* S HP:Critical MV:Tiring >
`
`
Trill tries to pierce *Lisette*, but she parries successfully.
Trill barely pierces *Lisette*'s right arm.
[k light]
You barely pierce *Lisette*'s body.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

tt
rem dagger;draw throwing;throw;wield dagger
* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
You stop using a silver-winged basilard.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
You try to quietly draw a throwing spike from a camouflaged hood.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical > *Lisette* panics, and attempts to
flee!
The fighting is too thick for you to be able to aim properly!

`
* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`
You're already wielding a weapon.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`
[k light]
You do the best you can!

`
* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
*Lisette* leaves south riding a warhorse.
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
[k light]
They aren't here.

o S HP:Critical MV:Tiring > [k light]
They aren't here.

o S HP:Critical MV:Tiring >
s
[k light]
They aren't here.

`
o S HP:Critical MV:Tiring >
`
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
North: Trill the Master Havoc is standing here.
An iron lantern hangs from the wall above the gate.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!

* S HP:Critical MV:Tiring >
Trill tries to pierce *Lisette*, but she deflects the blow.
[k light]
You tickle *Lisette*'s right arm with your sting.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >

Lisette calls for the Malkiergate to be opened.
The Malkiergate is opened from the other side.

c
* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`
*Lisette* panics, and attempts to flee!
[close gate]
Ok.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`
[k light]
You do the best you can!

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`
[k light]
You do the best you can!

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
`

*Lisette* leaves north riding a warhorse.

* S HP:Critical MV:Tiring >
[k light]
They aren't here.

* S HP:Critical MV:Tiring >
[k light]
They aren't here.

* S HP:Critical MV:Tiring >
n
`
`
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
South: Trill the Master Havoc is standing here.
A squat border stone juts from the soil.

o S HP:Critical MV:Winded > [k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
w
w
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
East: Trill the Master Havoc is standing here.

o S HP:Critical MV:Winded >
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
North: East: Trill the Master Havoc is standing here.

n
o S HP:Critical MV:Winded >
n
*Lisette* has arrived from the north, riding a warhorse.
Trill tries to pierce *Lisette*, but she parries successfully.
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South:
o S HP:Critical MV:Winded >
w
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
Burnt Wagons
You are standing among the smoldering remains of what was once probably a
merchant caravan. A pair of smashed wagons are here by the side of the road.
Looking around, you see no bodies lying around, but you get the feeling that
they were only recently cleared out - else the wagons would have been removed
also. There is no visible way that the bodies were taken away - you can't see
any tracks along the road, nor any paths among the thickset trees. The road
continues east and west.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara

e
o S HP:Critical MV:Winded >
e
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara

s
`
o S HP:Critical MV:Winded >
Alas, you cannot go that way...

`
o S HP:Critical MV:Winded >
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South:
`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
s
[k light]
They aren't here.

o S HP:Critical MV:Winded >
`
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
`
Your blood freezes as you hear someone's death cry.
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
The corpse of Trill is lying here.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!

* S HP:Critical MV:Winded >
[k light]
You try to sting *Lisette*, but she deflects the blow.

* S HP:Critical MV:Winded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
[k light]
You do the best you can!

* S HP:Critical MV:Winded - Lisette: Critical >
mb
change mood brave

*Lisette* gets a skin of human flesh from the corpse of Trill.
*Lisette* gets a black pair of silver-tooled boots from the corpse of Trill.
*Lisette* gets a pair of earthen colored breeches from the corpse of Trill.
*Lisette* gets a belt with a buckle of cuendillar from the corpse of Trill.
*Lisette* gets a sharp, red stone dagger from the corpse of Trill.
*Lisette* gets a silver etched shield from the corpse of Trill.
*Lisette* gets a silver Kandori wristcuff from the corpse of Trill.
*Lisette* gets a silver Kandori wristcuff from the corpse of Trill.
*Lisette* gets a pair of dark gloves from the corpse of Trill.
*Lisette* gets a set of cloth sleeves from the corpse of Trill.
*Lisette* gets a backpack from the corpse of Trill.
*Lisette* gets a pelt of black wolfskin matted with blood from the corpse of Trill.
*Lisette* gets a bearskin tunic from the corpse of Trill.
*Lisette* gets a shimmering pendant of obsidian from the corpse of Trill.
*Lisette* gets a shimmering pendant of obsidian from the corpse of Trill.
*Lisette* gets a camouflaged hood from the corpse of Trill.
*Lisette* gets a gold ring from the corpse of Trill.
*Lisette* gets a gold ring from the corpse of Trill.

* S HP:Critical MV:Winded - Lisette: Critical > *Lisette* panics, and attempts to flee!
Mood changed to: Brave
Wimpy reset to: 118 hit points.

* S HP:Critical MV:Winded - Lisette: Critical >
f
You panic and attempt to flee!


*Lisette* leaves south riding a warhorse.

`

*Lisette* has arrived from the south, riding a warhorse.

`
You flee head over heels.
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
South: [k light]
They aren't here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
tt
rem dagger;draw throwing;throw;wield dagger
You don't seem to be using a dagger.

o S HP:Critical MV:Winded >
You are already wielding a weapon!

o S HP:Critical MV:Winded >
Throw at who?

`
o S HP:Critical MV:Winded >
You're already wielding a weapon.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

`
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
n
`
Trill tells you 'get her!'
[k light]
They aren't here.

o S HP:Critical MV:Winded >
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
throw
[k light]
They aren't here.

o S HP:Critical MV:Winded >
Throw at who?

o S HP:Critical MV:Winded >
s
`
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
[k light]
They aren't here.

s
o S HP:Critical MV:Winded >
`
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
The corpse of Trill is lying here.

o S HP:Critical MV:Winded >
[k light]
They aren't here.

e
o S HP:Critical MV:Winded >
e
`
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara

o S HP:Critical MV:Winded >
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
A squat border stone juts from the soil.

3
where
o S HP:Critical MV:Winded >
[k light]
They aren't here.

o S HP:Critical MV:Winded >
Players in your Zone
--------------------
Ghast - The Dusty Road

s
o S HP:Critical MV:Winded >
`
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
An iron lantern hangs from the wall above the gate.

* S HP:Critical MV:Winded >
s
[k light]
They aren't here.

`
* S HP:Critical MV:Winded >
The Malkiergate seems to be closed.

* S HP:Critical MV:Winded >
[k light]
They aren't here.

* S HP:Critical MV:Winded >
throw
Throw at who?

* S HP:Critical MV:Winded >
pg
pg
3
where
[pick gate]
The lock quickly yields to your skills.

* S HP:Critical MV:Winded > [pick gate]
You failed to pick the lock.

* S HP:Critical MV:Winded > Players in your Zone
--------------------
Ghast - Dusty Road by Fal Dara

* S HP:Critical MV:Winded >
g
s
[open gate]
Ok.

`
* S HP:Critical MV:Winded >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
East: A black cat meanders to an unknown destination.
West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
*Lisette* is standing here, riding a warhorse.
*Lisette* is surrounded by a shimmering white aura!
A well-dressed man peals his bell, alerting people to the latest news.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Critical MV:Winded >
[k light]
You try to sting *Lisette*, but she deflects the blow.

throw
* S HP:Critical MV:Winded - Lisette: Critical >
You throw a throwing spike at *Lisette*.

* S HP:Critical MV:Winded - Lisette: Critical >

A Shienaran gate guard slashes your left hand extremely hard.
You wish that your wounds would stop BLEEDING so much!

The Shienaran gatekeeper closes the Malkiergate.
The Shienaran gatekeeper locks the Malkiergate.
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!

f
-
=
A throwing spike arcs through the air.

Cancelled.
You panic and attempt to flee!


*Lisette* panics, and attempts to flee!


*Lisette* deflects a throwing spike that was thrown at her.


A Shienaran gate guard tries to slash you, but you deflect the blow.
A Shienaran gate guard tries to slash you, but you deflect the blow.
A Shienaran gate guard slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

Someone slashes your body very hard.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]
Zone: Circles of Light/Darkness/Ravens
East: A deranged trolloc warrior howls with rage.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
Up: A huge trolloc marked with a whirlwind snorts here.
Down: A trolloc is here ruling a group of trollocs.
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.
Trill the Master Havoc is standing here.

o HP:Critical MV:Haggard >

The Great Lord of the Dark's voice booms in your head.
Ghast, YOUR DEATH DISPLEASES ME.

o HP:Critical MV:Haggard >

YOU WERE MADE TO KILL, NOT TO DIE.

o HP:Critical MV:Haggard >
rol
You roll your eyes.

o HP:Critical MV:Haggard >

PLAN VENGEANCE ON THOSE WHO WOULD THWART MY RETURN.

o HP:Critical MV:Haggard >

I GRANT YOU BLOOD AND LIMBS TO SOOTHE YOUR WOUNDS.

o HP:Critical MV:Haggard >

Trill sits down and rests.

o HP:Critical MV:Haggard >

Trill says 'we tried'

o HP:Critical MV:Haggard >
sa she deflected the fuckin spike. at malk
...AND DO NOT DISAPPOINT ME AGAIN.
You say 'she deflected the fuckin spike. at malk'

Lisette
Posts: 87
Joined: Sat Oct 03, 2015 3:19 pm

Re: Lisette vs the rogues

Post by Lisette » Tue May 10, 2022 2:53 pm

Props for playing it so aggressively, could have played it much safer. I got lucky for a lot of the parries, including the last spike deflect. Was very low SPs for the entire last portion dusty.

Detritus
Posts: 282
Joined: Thu Aug 06, 2020 8:22 am

Re: Lisette vs the rogues

Post by Detritus » Tue May 10, 2022 4:30 pm

Great log.

This is a little dying inside.
You tickle *Lisette*'s right arm with your sting.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
Wonder what hp she was at 1n and if would have broken her def wielding dagger instead of knife.

Ghast
Posts: 98
Joined: Tue Aug 01, 2017 10:19 pm

Re: Lisette vs the rogues

Post by Ghast » Tue May 10, 2022 4:36 pm

Detritus wrote:
Tue May 10, 2022 4:30 pm
Great log.

This is a little dying inside.
You tickle *Lisette*'s right arm with your sting.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
Wonder what hp she was at 1n and if would have broken her def wielding dagger instead of knife.
Yeah, was a few times I had poor housekeeping and was still wielding the projectile instead of dagger. Could have made a difference!

Sarinda
Posts: 692
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Lisette vs the rogues

Post by Sarinda » Tue May 10, 2022 7:08 pm

Detritus wrote:
Tue May 10, 2022 4:30 pm
Great log.

This is a little dying inside.
You tickle *Lisette*'s right arm with your sting.

* S HP:Critical MV:Tiring - Trill: Critical - Lisette: Critical >
Wonder what hp she was at 1n and if would have broken her def wielding dagger instead of knife.
This was my thought too! With that whole kit being carried, especially the shield, I would have worried about taking a hit or two from a dagger and dying from melee.

Props to Ghast for running inside FD while critical to go for the kill. It was exciting to read and I love the aggressive plays on all side.

Ominas
Posts: 459
Joined: Thu Jun 18, 2015 4:07 am

Re: Lisette vs the rogues

Post by Ominas » Tue May 10, 2022 11:02 pm

Very impressive. Nice log

Marg
Posts: 7
Joined: Thu May 05, 2022 11:39 am

Re: Lisette vs the rogues

Post by Marg » Wed May 11, 2022 3:17 am

Was good fun, props to everyone for staying while so low. Pretty annoyed I ripped when/as I did, stacked too many commands while too flee lagged and this allowed her to get timers off that she shouldn't have been able to. Oh well, as said it was a blast and thanks for the pk!

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