Logbook for June Challenge: Sarinda

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Logbook for June Challenge: Sarinda

Post by Sarinda » Thu Jun 09, 2022 2:10 am

Finally got my office in my new home wired so I can use Mudlet again to auto-log sessions!

I am copying some of Ormus' format because I like the idea of a self-contained thread with my logs to post commentary and invite feedback from others. I also like how he had sections summarizing his strengths, growth edges, and goals for the month (and beyond).

Strengths
  • 1v1 channeler combat; I know that I have room to grow and can name several people faster and more adept at this than I am, but I believe I'm above average.
  • Solid group PKer, and good at following directions from the leader.
  • Fast reaction times (and a good link)
  • Decent zone knowledge, at least to the degree that I can find our group fairly quickly in most zones
  • Good general grasp of mechanics in the game and knowledge about how to fight against different types of foes (e.g., Fade vs. damane vs. dreadlord), built up through general experience since starting here in about 2006
  • Good job managing autowimpy when needed to avoid taking too many hits.
Growth Areas
  • Chasing. I struggle to secure kills when I am solo. A lot of the kills I directly contribute to include me getting someone Beaten/Critical, watching them flee, and then hearing on narrates that someone else killed them. This is incredibly frustrating. I know some of the common fallback areas, but struggle to catch someone before they get there.
  • Lack of intimate knowledge about mechanics for DS. I have basically zero interest in playing on DS side (although a dreadlord is intriguing), and that means I don't have personal experience running around in some of the common northern zones as a trolloc. When combat into zones I don't know, I have to heavily rely on the Mudlet map.
  • Overzealous running. When I get to Beaten or especially Critical, I often run way more than I need to in order to stay safe. This has gotten better with practice, and especially upon gaining zone sense from shawling Red.
  • Too cautious or timid at times. I hesitate and hold back sometimes, especially when I am leading.
  • Group decisions, especially when leading. I know when I personally need to leave and get to safety, but struggle to keep my thumb on the pulse of battle when leading and maintain healthy communication about that.
Goals
  • Risk-taking: I want to be more confident at staying out longer and enticing enemies to try and fight me. I think this will help me get more personal kills. I want to encourage more PK, keep it alive longer, and (hopefully) still survive in the process more often than I die.
  • Leading: I almost immediately default to following any experienced PKer, especially a hunter with autotrack. However, I keep encountering situations in which no one on LS is grouped up and we fall apart and get sniped due to poor leadership. Lost track at this point of how many times I wish I had just started a group myself.
  • Stretch goal: Earn 500 TPs so I can turn in for silver crafting tokens and 30 QPs. I have also never been ta'veren, and I would love to hold that title, even if briefly.
I'll be posting logs here with my notes and thoughts as I have time and energy to do so, but please offer tips because I know there are so many PK veterans here and I would love to learn from you all!

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Thu Jun 09, 2022 2:35 am

In this short log, Lisette narrated that a group of 5-6 Shadowspawn, including the dreadlord Vannor, were running around near the zone where Malfeasor is claimed. 1-2 others (e.g. Cera, Cordelia) were around but did not seem to be grouped based on narrates. I wanted to try and push myself and see if I could help clear off any of the low targets, but instead ran into the group and got trapped.

My question for this log: What could I have done to stay in the fight longer? Or, what else could I have tried to get the upper hand here?

---------------------------------------------------------------

On the Dustplains bordering the Road
[ obvious exits: S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Queen's Guard squadman stands here.
A Queen's Guard squadman stands here.
A Queen's Guard captain stands here.

* R HP:Healthy SP:Bursting MV:Full >
w
On the Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Healthy SP:Bursting MV:Full >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Healthy SP:Bursting MV:Full >
whe
Players in your Zone
--------------------
Sarinda - On the Fal Dara Road
Cordelia - A Small Copse of Trees
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Full >
n
Bend in the Fal Dara Road
[ obvious exits: S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

* R HP:Healthy SP:Bursting MV:Full >
w
Bend in the Fal Dara Road
[ obvious exits: N E ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
n
On the Winding Fal Dara Road
[ obvious exits: E S W ]
Zone: The Long Fal Dara Road
Door east: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Healthy SP:Bursting MV:Full >
dh
diagnose warhorse
Curve in the Road
[ obvious exits: N E ]
Zone: The Long Fal Dara Road
Door south: thornybush
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Healthy SP:Bursting MV:Full >
n
On the Road near a Cottage
[ obvious exits: N E S W ]
Zone: The Long Fal Dara Road
Door west: door
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
n
On the Road Bordering the Forest
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
emb
You feel the flows of saidar coursing through your body.

weath
* R HP:Healthy SP:Bursting MV:Full >
The temperature is about 70 degrees. -- Checking weather and being good about using the right offensive weave for the season.
The sky is cloudy, and a strong wind comes from the north.

* R HP:Healthy SP:Bursting MV:Full >
n
whe
On the Road Near the Forest
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
Players in your Zone
--------------------
Sarinda - On the Road Near the Forest
Cordelia - The Long Fal Dara Road
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Full >
n
The Fal Dara Road Bordering the Forest
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
n
Bend in the Road
[ obvious exits: E S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Full >
whe
Players in your Zone
--------------------
Cordelia - Bend in the Fal Dara Road
Sarinda - Bend in the Road
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Full >
e
Curve in the Fal Dara Road
[ obvious exits: N W ]
Zone: The Long Fal Dara Road
The corpse of a Shienaran scout is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Melkor* is standing here.
*Melkor* tries to cleave you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Full - Melkor: Scratched >

You strike *Melkor*'s right arm.
*Melkor* tries to cleave you, but you deflect the blow.

* R HP:Healthy SP:Bursting MV:Full - Melkor: Scratched >
l1
look h.dark

Killing a man with your bare hand, says 'were all equals as men,
except im slightly more equal cause im still alive and your dead.'

Melkor has a few scratches.

*Melkor* is using:
<held> a black-laquered badge engraved with red serpents
<worn on head> a full metal helmet and visor
<worn around neck> an opal choker of fiery blue and pink beauty
<worn around neck> an ivory necklace
<worn about body> an earthen brown mantle
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a pair of long-handled war axes
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

* R HP:Healthy SP:Bursting MV:Full - Melkor: Scratched >
emb
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Bursting MV:Full - Melkor: Scratched >
f
You strike *Melkor*'s left leg.
*Melkor* tries to cleave you, but you parry successfully.
You panic and attempt to flee!


You flee head over heels.
The Long Fal Dara Road
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Cordelia Naismith is standing here, riding a gray palfrey.
*Vannor* is here, fighting an angry black bear, riding a shadow stallion.
*Vannor* is surrounded by a shimmering white aura!
An angry black bear is here, fighting a shadow stallion.
An angry black bear is here, fighting a shadow stallion.

* R HP:Healthy SP:Bursting MV:Full >

Cordelia leaves south riding a gray palfrey. vv
*Vannor* panics, and attempts to flee!

* R HP:Healthy SP:Bursting MV:Full >

*Vannor* leaves north riding a shadow stallion. ^^

* R HP:Healthy SP:Bursting MV:Full >

*Bender* has arrived from the north.
*Torlig* tries to stab you, but you deflect the blow.

n
* R HP:Healthy SP:Bursting MV:Full - Torlig: Hurt >
*Bender* tries to blast you, but you deflect the blow.

* R HP:Healthy SP:Bursting MV:Full - Torlig: Hurt >
No way! You're fighting for your life!

* R HP:Healthy SP:Bursting MV:Full - Torlig: Hurt >
f
You panic and attempt to flee!


*Torlig* tries to stab you, but you deflect the blow.
An angry black bear barely tickles Bender's left leg with his hit.
An angry black bear barely tickles Bender's body with his hit.


You flee head over heels.
The Long Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shzrei* has arrived from the east.
*Vannor* has arrived from the east, riding a shadow stallion.

* R HP:Healthy SP:Bursting MV:Full >

*Shzrei* leaves south. vv
*Vannor* leaves south riding a shadow stallion. vv

* R HP:Healthy SP:Bursting MV:Full >
e -- In hindsight, I wish I had just gone farther north. I was hoping that the trees would help break up the group a bit or give some damage while I wove, but instead of 4 ancients there was only 1.

Cordelia narrates 'damn it'

* R HP:Healthy SP:Bursting MV:Full > A Small Copse of Trees
[ obvious exits: W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An ancient, gnarled tree looms over you.

* R HP:Healthy SP:Bursting MV:Full >

(tic_timer): Tic in 7 seconds!

*Shzrei* has arrived from the west.
*Bender* has arrived from the west.
*Vannor* has arrived from the west, riding a shadow stallion.

* R HP:Healthy SP:Bursting MV:Full >
*Bender* tries to blast you, but you parry successfully.
*Shzrei* tries to crush you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded >
1
k dark
You do the best you can!

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded >
f;s -- I'm too tired now to remember this room specifically, but I think my hope was to get a lucky flee and a dline so I could run by any blockers and get some distance between me and the group.
PANIC! You couldn't escape!

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded > You strike *Bender*'s right leg.
The ancient tree tries to hit Vannor, but he deflects the blow.
No way! You're fighting for your life!

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded >
f;s
PANIC! You couldn't escape!

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded > No way! You're fighting for your life!

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded >
f;s

Cordelia narrates 'kraven crit'

* R HP:Healthy SP:Bursting MV:Full - Bender: Wounded >

*Shzrei* sends you sprawling with a powerful bash! -- Ah crap.

* R HP:Scratched SP:Bursting MV:Full - Bender: Wounded >

Cordelia narrates 'lisette fell' -- Ah craaaaaap

* R HP:Scratched SP:Bursting MV:Full - Bender: Wounded >
The ancient tree tries to hit Vannor, but he dodges the attack.
*Shzrei* crushes your right arm into bloody fragments!
*Bender* blasts your body extremely hard.

* R HP:Hurt SP:Bursting MV:Full - Bender: Wounded >

Your body is pierced by sharp but melting ice spikes sent by *Vannor*!

* R HP:Wounded SP:Bursting MV:Full - Bender: Wounded >

*Torlig* stabs your left arm extremely hard.

* R HP:Wounded SP:Bursting MV:Full - Bender: Wounded >


*Torlig* stabs your body hard.
The ancient tree tries to hit Vannor, but he parries successfully.
*Shzrei* crushes your left leg into bloody fragments!
You are interrupted and stop what you are doing. -- I did not take into consideration how quickly my health could drop. Was Healthy and then Hurt just before this.
You panic and attempt to flee!
*Bender* blasts your right leg into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.107 seconds.
*Byrg* scythes your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!



You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Vannor* burn your body!

s
You flee head over heels.
The Long Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Small Copse of Trees
[ obvious exits: W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
*Torlig* is standing here.
*Vannor* is here, fighting the ancient tree, riding a shadow stallion.
*Vannor* is surrounded by a shimmering white aura!
*Bender* is standing here.
*Shzrei* is standing here.
The ancient tree is here, fighting Vannor.

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

* R HP:Critical SP:Bursting MV:Fresh >
s
*Bender* tries to blast you, but you parry successfully.
No way! You're fighting for your life!
*Torlig* tries to stab you, but you deflect the blow.

* R HP:Critical SP:Bursting MV:Fresh - Bender: Wounded >
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Fresh - Bender: Wounded >
No way! You're fighting for your life!
*Shzrei* panics, and attempts to flee!
*Shzrei* leaves west. <<

* R HP:Critical SP:Bursting MV:Fresh - Bender: Wounded >

*Kraven* has arrived from the west.

* R HP:Critical SP:Bursting MV:Fresh - Bender: Wounded >
f

*Byrg* tries to scythe you, but you deflect the blow.

* R HP:Critical SP:Bursting MV:Fresh - Bender: Wounded >


*Byrg* scythes your head extremely hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
*Torlig* tries to stab you, but you deflect the blow.
The ancient tree tries to hit Vannor, but he dodges the attack.
*Shzrei* has arrived from the west.

You flee head over heels.
The Long Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Bend in the Fal Dara Road
[ obvious exits: E S W ]
Zone: The Long Fal Dara Road
A one person canoe rests on the ground.
The corpse of Lisette is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.

n
* R HP:Critical SP:Bursting MV:Fresh >
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Fresh >
s

*Shzrei* has arrived from the south.
*Kraven* has arrived from the south.

* R HP:Critical SP:Bursting MV:Fresh >
s

*Torlig* tries to stab you, but you deflect the blow.
*Shzrei* tries to crush you, but you deflect the blow.

* R HP:Critical SP:Bursting MV:Fresh - Torlig: Hurt >
s
*Shzrei* tries to crush you, but you parry successfully.
You try to strike *Torlig*, but he parries successfully.
*Torlig* tries to stab you, but you parry successfully.
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Fresh - Torlig: Hurt >
No way! You're fighting for your life!
*Kraven* tries to blast you, but you dodge the attack.

* R HP:Critical SP:Bursting MV:Fresh - Torlig: Hurt >
f
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Fresh - Torlig: Hurt >
*Byrg* has arrived from the south, riding a shadow stallion.
You panic and attempt to flee!

n
n
You flee head over heels.
Near the Bend in the Road
[ obvious exits: N E W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
Scattered Bushes besides the Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh > Thorny Bushes Bordering the Road
[ obvious exits: E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thicket of thorns covers the area here.

* R HP:Critical SP:Bursting MV:Fresh >
n
e
Alas, you cannot go that way...

n
* R HP:Critical SP:Bursting MV:Fresh >
n
The Long Fal Dara Road
[ obvious exits: N E S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Critical SP:Bursting MV:Fresh >
The Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh >
Down the Long Road
[ obvious exits: N E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man of the woods strides by quietly.

* R HP:Critical SP:Bursting MV:Fresh >
Curve in the Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.

n
* R HP:Critical SP:Bursting MV:Fresh >
e
Woods Off the Road
[ obvious exits: S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh > Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Fresh >
s
e
n
Curve in the Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Torlig* is standing here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
*Torlig* leaves east. >>

e
* R HP:Critical SP:Bursting MV:Fresh > Junction of the Long Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A squat border stone juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
*Vannor* is surrounded by a shimmering white aura!
*Shzrei* is standing here.
*Torlig* is standing here.
*Vannor* tries to strike you, but you parry successfully.

* R HP:Critical SP:Bursting MV:Fresh - Vannor: Healthy >
No way! You're fighting for your life!
*Torlig* leaves north. ^^

* R HP:Critical SP:Bursting MV:Fresh - Vannor: Healthy >
n
*Byrg* tries to scythe you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Fresh - Vannor: Healthy >
f
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Fresh - Vannor: Healthy >
You panic and attempt to flee!
*Torlig* has arrived from the north.


*Byrg* tries to scythe you, but you parry successfully.

e

You flee head over heels.
Road Through the Hills
[ obvious exits: E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh >
The Long Road
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh >
e
Path off the Road
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Critical SP:Bursting MV:Fresh >
n
An Abandoned Wagon
[ obvious exits: E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Critical SP:Bursting MV:Fresh >
n
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Fresh >
e
Bleak Hills
[ obvious exits: N W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Fresh >
e
Across the Hills
[ obvious exits: E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Critical SP:Bursting MV:Full >
Stand of Trees
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Critical SP:Bursting MV:Full >
In a Dry Streambed
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Critical SP:Bursting MV:Full >
n
Within The Ruined Walls
[ obvious exits: S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An antelope blends into the scenery.
The large dark wolf slinks here, eyes filled with an animal cunning.

* R HP:Critical SP:Bursting MV:Full >
e
Alas, you cannot go that way...

e
* R HP:Critical SP:Bursting MV:Full >
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full >
s
A brown deer has arrived from the south.
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full >
s
Field Among the Hills -- Had the idea at this point to try and loop around south and double back, rather than running to FD at low critical.
[ obvious exits: N S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full > Behind the Hill
[ obvious exits: N S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
s
Before the Hill
[ obvious exits: N S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
The large dark wolf slinks here, eyes filled with an animal cunning.

w
* R HP:Critical SP:Bursting MV:Full > At a Campfire
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
w
Descending into the Valley
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tough Shienaran soldier waits here.

* R HP:Critical SP:Bursting MV:Full > Hill Before a Valley
[ obvious exits: N E ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* R HP:Critical SP:Bursting MV:Full >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is winded.

* R HP:Critical SP:Bursting MV:Full >
sc
You have 7(271) hit, 156(156) saidar and 142(146) movement points. -- Wow that was lucky.
You have scored 108500001 experience points and 297 quest points.
You need 1727319362 exp to level and 103 qp to rank.
You have amassed 89 Turn points to date.
You have played 27 days and 12 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Critical SP:Bursting MV:Full >
n
n
w
Towering Hills
[ obvious exits: N S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Critical SP:Bursting MV:Full >
Base of a Cliff
[ obvious exits: N S W ]
Zone: Northern Fal Dara Road
Door east: bush
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
w
Path off the Road
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
w
The Long Road
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
w
Road Through the Hills
[ obvious exits: E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Kraven* is standing here.

* R HP:Critical SP:Bursting MV:Full > Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full >
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full >
s

*Kraven* leaves east. >>

* R HP:Critical SP:Bursting MV:Full >
Junction of the Long Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A squat border stone juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
A Large Oak
[ obvious exits: N S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.

w
* R HP:Critical SP:Bursting MV:Full >
s
The blighted tree tries to hit you, but you parry successfully.
You strike the blighted tree's trunk.
The blighted tree tries to hit you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Full - the blighted tree: Scratched >
s
s
s
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Full - the blighted tree: Scratched >
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Full - the blighted tree: Scratched >
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Full - the blighted tree: Scratched >
No way! You're fighting for your life!

* R HP:Critical SP:Bursting MV:Full - the blighted tree: Scratched >
f;s
You panic and attempt to flee!


The blighted tree tries to hit you, but you parry successfully.

You flee head over heels.
Down the Long Road
[ obvious exits: N E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man of the woods strides by quietly.
The Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
s
s
The Long Fal Dara Road
[ obvious exits: N E S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical SP:Bursting MV:Full >
s
Near the Bend in the Road
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
A bloated and partially decayed corpse lies here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.

* R HP:Critical SP:Bursting MV:Full >
Bend in the Road
[ obvious exits: N S W ]
Zone: The Long Fal Dara Road
Door south: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Critical SP:Bursting MV:Full >
A Forest Trail
[ obvious exits: N E W ]
Zone: Movable Trolloc Camp -- I had the thought that if I ducked into Blodfest's camp and ran around the other door that I might miss a few blockers, but this could have gone poorly too.
Door north: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full > A Forest Trail
[ obvious exits: E W ]
Zone: Movable Trolloc Camp
Door north: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
Alas, you cannot go that way...

* R HP:Critical SP:Bursting MV:Full >
w
w
w
A Forest Trail
[ obvious exits: E W ]
Zone: Movable Trolloc Camp
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full > A Forest Trail
[ obvious exits: E S W ]
Zone: Movable Trolloc Camp
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
Near Some Bushes
[ obvious exits: E S ]
(wotmudmapper): (error): No matches found.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
s
A Forest Trail
[ obvious exits: N E S ]
Zone: Movable Trolloc Camp
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full > A Forest Trail
[ obvious exits: N S ]
Zone: Movable Trolloc Camp
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is weary.

s
* R HP:Critical SP:Bursting MV:Full >
s
A Forest Trail
[ obvious exits: N S ]
Zone: Movable Trolloc Camp
Door west: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black bear is here, sharpening his claws.

* R HP:Critical SP:Bursting MV:Full > A Forest Trail
[ obvious exits: N E S W ]
Zone: Movable Trolloc Camp
Door west: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Full >
s
A Forest Trail
[ obvious exits: N E S ]
Zone: Movable Trolloc Camp
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Critical SP:Bursting MV:Full >
n
A Forest Trail
[ obvious exits: N E S W ]
Zone: Movable Trolloc Camp
Door west: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Critical SP:Bursting MV:Strong >
On the Winding Fal Dara Road
[ obvious exits: E S W ]
Zone: The Long Fal Dara Road
Door east: bushes
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Bender* is standing here.

* R HP:Critical SP:Bursting MV:Strong >
*Bender* leaves south. vv

* R HP:Critical SP:Bursting MV:Strong >
s
Bend in the Fal Dara Road
[ obvious exits: N E ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Strong >
e
Bend in the Fal Dara Road
[ obvious exits: S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical SP:Bursting MV:Strong >
s
On the Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

s
* R HP:Critical SP:Bursting MV:Strong >
s
On the Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Strong >
s
On the Rutted Fal Dara Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical SP:Bursting MV:Strong >
On the Partially Paved Road
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical SP:Bursting MV:Strong >
Near the Bend in the Road
[ obvious exits: N S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Strong >
Narrow Bend in the Road
[ obvious exits: N E W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Strong >
Alas, you cannot go that way...

e
* R HP:Critical SP:Bursting MV:Strong >
s
Tight Curve in the Road
[ obvious exits: S W ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

* R HP:Critical SP:Bursting MV:Strong >
dh
diagnose warhorse
Near the Bend in the Road
[ obvious exits: N S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical SP:Bursting MV:Strong > A warhorse is in excellent condition.
A warhorse is haggard. -- Trying to keep an eye on horse MVs so I know how fast I can spam. I have no idea at this point how many are actively chasing me. Still low Critical.

* R HP:Critical SP:Bursting MV:Strong >
s
On the Cobblestone Road
[ obvious exits: N S ]
Zone: The Long Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical SP:Bursting MV:Strong >
On the Road passing a Large Building
[ obvious exits: N E S ]
Zone: The Long Fal Dara Road
Door east: Door
A warhorse is here, stamping his feet impatiently, being ridden by you.

dism
* R HP:Critical SP:Bursting MV:Strong >
s
You stop riding him. -- I forgot that I was still 2 zones away from TV, but I made the assumption that they were chasing me and that it was worth it at this point with backup vials. However, this is about the part where I questioned if I was running too far, or if I could have tried something different to fight back.

e
* HP:Critical SP:Bursting MV:Strong >
s
On the Road near the Hills
[ obvious exits: N E ]
Zone: The Long Fal Dara Road

* HP:Critical SP:Bursting MV:Strong >
The Road amongst the Green Hills
[ obvious exits: E S W ]
Zone: The Long Fal Dara Road

* HP:Critical SP:Bursting MV:Strong > In the Grassy Hills
[ obvious exits: N E ]
Zone: The Long Fal Dara Road

* HP:Critical SP:Bursting MV:Strong >

----------------------------------------------------------

This log could've gone so differently if I had encountered 1-2 more humans fighting back. I was actively trying to take risks and jump into outnumbered combat, but it backfired almost immediately and I'm lucky I survived. If Vannor had used Fireball instead of Ice Spikes, I would probably have died. However, he at least wove on me; I think I was at Bursting this entire fight.

I ended up running all the way back to Tar Valon, inside the Tower itself and to the upper floors at that. This was certainly unnecessary. But how do you guess/know how fast and how hard others are chasing you? At low HPs as a channeler, how far should I have run, and what kind of risks could I have taken to make this a more interesting PK scene?

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: Logbook for June Challenge: Sarinda

Post by iria » Thu Jun 09, 2022 7:48 am

Think the main thing in this log is you needed to group up, so you can actually start weaving, seemed like it was 4 channelers on your side? Trying to take risks is definitely a good thing, it both makes PK more interesting and it helps you improve at a faster rate as you get a better idea of what your character can do and what it cannot.

In this scenario I think you were right in identifying that you should've headed north instead of trying for the trees at the 1 exit. You should have died there if Vannor had used the correct weave. Trying to split the group is a good thought if any of the DS are low and you're trying to finish them off, but if they are all somewhat healthy you're generally just throwing away HPs for nothing.
Another thing to keep in mind, that while you're off doing your solo thing, the LS cannot group up properly if they need your body to form a group having a chance of hitting. I see this a lot on DS as well, where a rogue might be thinking they are doing good work trying to get a stab off, but they are actually contributing to a slower pace of PK if they are needed for the group to actually be able to hit. Or the solo player loses too many HPs to actually be useful when the group hits. Tough to say from this log, could be you were all running around solo - which can work, but generally only works if the other side does not have a channeler to "negate" your firepower.

As to you staying around, I think if you're as low as you were you're justified in heading in to rest up to where you don't die in 1 flame strike/unbashed hit, unless one of the DS are equally as low and you really want to try to finish him off. But that would be up to you, what you're comfortable with. For me personally I'd probably only stick around with sub flame strike HPs, if I know LS has a group ready to engage or you are fighting around mob support - kajin/fd. So you can bounce in and out of room letting group members/mobs buff while you try to finish the low DS. Creates incentive for DS to stick around to try to finish you as well and might cause them to take additional risks that your group can capitilize on.

So to your question, I think the correct way was to group up faster or try not to lose all your HPs as fast as you did, which of course was out of your control after you chose the 4 trees room, seeing you failed a flee. As to how far you need to run, I think it generally depends on who you are up against, which area. If you have a fast chaser and you know they are after you, you probably don't want to get caught. But if you see that the DS are all trying to solo chase you around, you could stick around and try to get some weaves off. It is all very situational, but oftentimes moving a couple rooms or to the zone cutoff and simply dismounting in a good dline room is enough. I think the most important thing is that you're communicating this information to the others, so they know "oh they are split up trying to get Sarinda, if we go x we might be able to snipe someone before the group gets back together".

Other than that good job keeping an eye on your horse and utilizing the added zone of blodfest to get out of a somewhat choky area, lots of people would've ran their horse hag and if the group catches you mid dismount you're pretty toast.

I think just in general with regards to getting solo kills, it all comes down to zone knowledge and recognizing running trends of your enemy. With numbers the way they are these days you're probably trying to kill the same 15-20ish people, so making a note of how a certain player tends to run can help a lot. Will the person just run straight to keep or is he more likely to go through stedding-sg. A lot of it comes down to an educated guess. If a person runs from orchard to stedding, will they go through path to Blight or through mtns to SG. Oftentimes you don't have the luxury of manual tracking as losing those couple pulses means they get away, so you just go with what you think.

Anyway just a couple thoughts.

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Thu Jun 09, 2022 9:08 am

Thank you very much! These are all great tips and I appreciate the suggestions.

Here is an excerpt from later in that same session. I arrived just as Cera, Seral, and Cordelia (whom I believe were all ungrouped/solo) were fighting a group of about 4 near dusty. Byrg and Bender ripped just after we arrived, but there were still several Shadowspawn around. I brought Faith and the rogue Glave, the latter of whom told me up front in Tar Valon that he was new to PK and wanted to try, grouped on me to try and help turn the tide of the battle. I also wanted to practice leading more and gain more experience with that, and I figured that if the numbers were fairly even and on the smaller side that I wasn't as likely to explode to a single bash.

-----------------------------------------------------------------------------------

* R HP:Healthy SP:Bursting MV:Tiring > The Dusty Road
To the west, you can barely see the road leading to plains just beyond the
forest. Here, the old road is bordered by thick forest to either side, and
you can move off the road with little difficulty. Looking around, you spot
a tower poking up through the treetops to the northeast.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
The corpse of a shadow stallion is lying here.
The corpse of Byrg is lying here.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
Cordelia Naismith is standing here, riding a gray palfrey.
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.

whe
* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Cera - The Dusty Road
Cordelia - The Dusty Road
Faith - The Dusty Road
Glave - The Dusty Road
Sarinda - The Dusty Road

* R HP:Healthy SP:Bursting MV:Tiring >
w

Cera leaves west riding a warhorse. <<

* R HP:Healthy SP:Bursting MV:Tiring >
w
The Dusty Road
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Seral narrates 'I am in crit'
Green Hills
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

whe
* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Cera - A Shady Valley
Faith - Green Hills
Glave - Green Hills
Sarinda - Green Hills

* R HP:Healthy SP:Bursting MV:Tiring >
w
On a Hillside
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
Door down: leaves
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - On a Hillside
Glave - On a Hillside
Sarinda - On a Hillside
Cera - In Front of a Cottage

* R HP:Healthy SP:Bursting MV:Tiring >

Seral narrates 'stupid inky'

* R HP:Healthy SP:Bursting MV:Tiring >
narr not zone

Geom narrates 'pk?'

* R HP:Healthy SP:Bursting MV:Tiring > You narrate 'not zone'

* R HP:Healthy SP:Bursting MV:Tiring >
rel
Ok.

whe
* R HP:Healthy SP:Bursting MV:Tiring >
A handsome stag has arrived from the west.
Players in your Zone
--------------------
Faith - On a Hillside
Glave - On a Hillside
Sarinda - On a Hillside

* R HP:Healthy SP:Bursting MV:Tiring >
w
On Top of a Hill
[ obvious exits: E S W ]
Zone: Borderlands West of Fal Dara
Door south: Door
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

stat
* R HP:Healthy SP:Bursting MV:Tiring >
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.1 lbs and wearing 17.6 lbs, peanuts. MUD BMI: 0.352.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 146, Parrying bonus: 177. Total Defence: 323
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- ARMOR
- LIGHT BALL

* R HP:Healthy SP:Bursting MV:Tiring >
not
w
You stop paying increased attention to your surroundings.

w
* R HP:Healthy SP:Bursting MV:Tiring >
A Gentle Slope
[ obvious exits: E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n
A Shady Valley
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
A Forested Path Through the Borderlands
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Cera - Thinning Woods
Faith - A Forested Path Through the Borderlands
Glave - A Forested Path Through the Borderlands
Sarinda - A Forested Path Through the Borderlands
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Tiring >
n
A Forested Path Through the Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
narr zone camp
w
You narrate 'zone camp' -- I have access to a very powerful bonus in the form of zone sense, and no one else in this combat to my knowledge had it, so I wanted to be intentional about communicating where the Shadowspawn might be to help with group organization and keep my group members informed.

w
* R HP:Healthy SP:Bursting MV:Tiring >
n
A Forested Path Through the Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
A Forested Path Through the Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
w
A Forested Path Through the Borderlands
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
A Forested Path Through the Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Tiring >
n
Forested Borderlands
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
w
A Forested Path Through the Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Tiring >
A Forested Path Through the Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > A Forested Path Through the Borderlands
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - A Forested Path Through the Borderlands
Glave - A Forested Path Through the Borderlands
Sarinda - A Forested Path Through the Borderlands
Cera - Thinning Woods
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Tiring >
n
A Path Through the Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
A Path Through the Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose 3.warhorse
A warhorse is in excellent condition.
A warhorse is tiring.

w
* R HP:Healthy SP:Bursting MV:Tiring >
Thinning Woods
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

s
* R HP:Healthy SP:Bursting MV:Tiring >
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >

Cera narrates 'melkor n'

* R HP:Healthy SP:Bursting MV:Tiring >
w
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
1
k dark

Cera leaves north riding a warhorse. ^^ -- In hindsight, I could've asked Cera to join us and group as well. She is a more seasoned fighter than I am a leader, so I didn't think anything in the moment and figured she would be able to do good work on her own.

* R HP:Healthy SP:Bursting MV:Tiring >
They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >
w
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Tiring >
ta2 vannor
Second target is set as: vannor -- Reds gonna Red >:)
w
1
k dark
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >
w
Thinning Woods
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
e
n
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
1
k dark

The area becomes extremely dark. -- I am not actually familiar with this zone wide emote. I assume it has something to do with Darken or Fading away?

They aren't here.

* R HP:Healthy SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Faith - Thinning Woods
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Faith - Thinning Woods
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Faith - Thinning Woods
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Strong >
frown
What's bothering you?

* R HP:Healthy SP:Bursting MV:Strong >
l
Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
Zone: Northern Borderlands
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Healthy SP:Bursting MV:Strong >
narr gone zone
You narrate 'gone zone'

* R HP:Healthy SP:Bursting MV:Strong >
Faith says 'wierd'

* R HP:Healthy SP:Bursting MV:Strong >
we
A warhorse flickers its ears.
Thinning Woods
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - Thinning Woods
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Tiring >
s
Thinning Woods
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
s
Nearing A Trolloc Camp
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

s
* R HP:Healthy SP:Bursting MV:Tiring >
Outside A Trolloc Camp
[ obvious exits: N W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A beaked trolloc is here, scouting.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
w
A Trolloc Camp
[ obvious exits: N E ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.
A trolloc is here, exhorting a group of trolloc raiders.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
A Trolloc Camp
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here ruling a group of trollocs.
A fade emerges from the shadows as you pass by.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > Faith swiftly dodges a muzzled trolloc's attempt to cleave
her.
A Dhai'mon trolloc joins a muzzled trolloc's fight!
A fade joins a Dhai'mon trolloc's fight!
In Front Of The Dark Tower
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Door north: fence
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hooved trolloc anxiously stamps its feet.
Glave has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
e
Thinning Woods
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
tell faith ent
You tell Faith 'ent' -- I actually always get confused about the terminology for camp ent, is it this room or the one 1e of here?

* R HP:Healthy SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - Stallion Pen
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Tiring >

Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Faith leaves east riding a warhorse. >>

* R HP:Healthy SP:Bursting MV:Tiring >

Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
e
Thinning Woods
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n
whe
Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Faith - Thinning Woods
Glave - Thinning Woods
Sarinda - Thinning Woods

* R HP:Healthy SP:Bursting MV:Tiring >

Cera narrates 'they past'

* R HP:Healthy SP:Bursting MV:Tiring >

Cera narrates 'df choke' -- This is helpful information. I know from our previous talks that Cera has 85% Track so she is good at collecting information and scouting.

* R HP:Healthy SP:Bursting MV:Tiring >
not
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
not
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Tiring >
rel
Ok.

* R HP:Healthy SP:Bursting MV:Tiring >
n
e
Thinning Woods
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is visible flying high in the sky.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >
n
Thinning Woods
[ obvious exits: N W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n
A Dead Forest
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
A Dead Forest
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A raven is visible flying high in the sky.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
A Dead Forest
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
e
A Path Through the Dead Forest
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >
whe
Dense Forest
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > Players in your Zone
--------------------
Faith - Dense Forest
Glave - Dense Forest
Sarinda - Dense Forest
Cera - Dark Forest
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Tiring >
narr zone DF choke
n
You narrate 'zone DF choke' -- I sometimes forget if there is more common terminology for this area (maybe just DF?), so when I'm not sure, I try to refer to a commonly known room.

* R HP:Healthy SP:Bursting MV:Tiring > Towering Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
ewhe
Arglebargle, glop-glyf!?!

* R HP:Healthy SP:Bursting MV:Tiring >
whe
e
Cera narrates 'nods'
Players in your Zone
--------------------
Faith - Towering Forest
Glave - Towering Forest
Sarinda - Towering Forest
Cera - Dark Forest
You see signs of enemies nearby.

e
* R HP:Healthy SP:Bursting MV:Tiring >
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
A wild boar runs through the forest.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
tr
-
Your blood freezes as you hear something's death cry.
The night has begun.
(tic_timer): Tic length updated to: 61.151 seconds.
=+**+
Some obvious fresh bloody traces of a TROLLOC leaving south. vv
Some obvious fresh bloody traces of a TROLLOC leaving south. vv
Some obvious recent bloody traces of a TROLLOC leaving east. >>

* R HP:Healthy SP:Bursting MV:Strong >

Cera strikes someone's head very hard.

* R HP:Healthy SP:Bursting MV:Strong >

Someone tries to hit Cera, but she dodges the attack.
A forest boar leaves north. ^^
Cera strikes someone's head.

not
* R HP:Healthy SP:Bursting MV:Strong >
l
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Strong >
Dark Forest
Tall, ancient trees with thick leathery leaves dominate this part of the
forest. Their gnarled limbs form a dense ceiling of foliage, completely
blocking the sun. The forest is dark and silent, and the bed of leaves
carpeting the ground even muffle the sounds of footsteps. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Dark Forest
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat is lying here, mortally wounded.
A rat scurries around trying to get out of sight.
Cera Merimon, Tower Accepted is here, fighting a rat, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Strong >
kr
kill rat
You strike a rat's body into bloody fragments!
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.
A rat stops following Faith.

* R HP:Healthy SP:Bursting MV:Strong >
kr
kill rat

Cera leaves east riding a warhorse. >>
A rat leaves east. >>

* R HP:Healthy SP:Bursting MV:Strong > They aren't here.

* R HP:Healthy SP:Bursting MV:Strong >

*Shzrei* has arrived from the south.
*Melkor* has arrived from the south.

kr
kill rat
* R HP:Healthy SP:Bursting MV:Strong >
*Shzrei* leaves east. >>
*Melkor* leaves east. >>

* R HP:Healthy SP:Bursting MV:Strong >
They aren't here.

* R HP:Healthy SP:Bursting MV:Strong >
narr on
e
You narrate 'on' -- In hindsight this is not helpful. I wasn't actually "on", as they went right past us, and I didn't clarify where we were. Also in hindsight, seeing that they were not past DF choke and remembering that I was still with a newbie, I should've told Glave how to spam for "k dark" to make sure he was doing that.

e
* R HP:Healthy SP:Bursting MV:Strong >
Thick Forest
[ obvious exits: E W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Dense Forest
[ obvious exits: N E W ]
Zone: Dark Forest
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A flock of ravens is circling in the air, searching for prey.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

1
k dark
* R HP:Healthy SP:Bursting MV:Tiring >
The flock of ravens eye you briefly, then flap their wings.
Cera narrates 'on 2e'
They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
Creepy Woods
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Cera Merimon, Tower Accepted is here, fighting the angry tree, riding a warhorse.
The angry tree is here, fighting Cera.
The angry tree is here, fighting Cera.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

not
* R HP:Healthy SP:Bursting MV:Tiring >
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Tiring >
w
Dark Forest
[ obvious exits: N E ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
An ancient, gnarled tree looms over you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >
Dark Forest
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thick, stout plant with spiny foliage seems to quiver as you approach.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n

Cordelia narrates 'i'm very weighed'

* R HP:Healthy SP:Bursting MV:Tiring >
Cera has arrived from the south, riding a warhorse.
A flock of ravens has arrived from the south.
Decaying Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Tiring >
n

Cera has arrived from the south, riding a warhorse.
A flock of ravens has arrived from the south.

* R HP:Healthy SP:Bursting MV:Tiring > Cera leaves north riding a warhorse. ^^
A flock of ravens leaves north. ^^
Rotten Ground
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Withering Woods
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
n

Cera has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > Cera leaves north riding a warhorse. ^^
A flock of ravens leaves north. ^^
Sinister Forest
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A flock of ravens is circling in the air, searching for prey.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >

Cera leaves north riding a warhorse. ^^

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
Rotten Ground
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A flock of ravens is circling in the air, searching for prey.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring > Moldy Earth
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
The flock of ravens eye you briefly, then flap their wings.
The flock of ravens eye you briefly, then flap their wings.
The Thin Forest
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Cera has arrived from the south, riding a warhorse.
Players in your Zone
--------------------
Cera - The Thin Forest
Faith - The Thin Forest
Glave - The Thin Forest
Sarinda - The Thin Forest
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Tiring >

Cera leaves north riding a warhorse. ^^

* R HP:Healthy SP:Bursting MV:Tiring >
tr
-=+**+
Cordelia narrates 'and think i have lisette's set'
Some obvious fresh bloody traces of a TROLLOC leaving north. ^^
Some obvious fresh bloody traces of a TROLLOC leaving north. ^^
Some obvious fresh bloody traces of a TROLLOC leaving south. vv

* R HP:Healthy SP:Bursting MV:Tiring >
n
By the Large Stone
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
Cera narrates 'nice'

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
Bend in the Trail
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >
A Narrow Trail
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
The Crossroads
[ obvious exits: N E S W ]
Zone: Decayed Forest
A large wooden catapult has been erected here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >

Cera narrates 'they went n'

* R HP:Healthy SP:Bursting MV:Tiring >
n
A Small Trail
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - A Small Trail
Glave - A Small Trail
Sarinda - A Small Trail
Cera - The Blighted Forest
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Tiring >
Cera narrates 'towards stedding' -- I could've predicted this in hindsight. There are at least 3 FCs among our numbers here, so I figured they were either near the Fade patrol or north into the Blighted stedding.

* R HP:Healthy SP:Bursting MV:Tiring >
n
The Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A flock of ravens is circling in the air, searching for prey.
A black snake is here, lying on a rock.
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A lynx creeps low to the ground, hunting for food.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

n
* R HP:Healthy SP:Bursting MV:Tiring >
The Decaying Forest
[ obvious exits: S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A wilted tree leans to one side, on the brink of death.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Tiring >
The Decaying Forest
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >

The flock of ravens eye you briefly, then flap their wings.

n
* R HP:Healthy SP:Bursting MV:Tiring >
The Decaying Forest
[ obvious exits: S W ]
Zone: Decayed Forest
Door north: deadtrees
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Tiring >
w
The Blighted Forest
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring > The Blighted Woods
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Melkor* is standing here.
*Shzrei* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >

Faith tickles *Melkor*'s body with her strike.

* R HP:Healthy SP:Bursting MV:Tiring >
n
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.
Glave has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Tiring >
A raven now follows Glave.

* R HP:Healthy SP:Bursting MV:Tiring >
s
1
k dark
The Blighted Woods
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith the Tower Accepted is here, fighting Melkor, riding a warhorse.
*Melkor* is here, fighting Faith.
*Shzrei* is standing here.
A Dha'vol trolloc is here, fighting Faith.
A ramshorned trolloc is here, fighting Faith.
A hooded myrddraal is here, fighting Faith.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.

* R HP:Healthy SP:Bursting MV:Tiring > You strike *Shzrei*'s right foot.

* R HP:Healthy SP:Bursting MV:Tiring - Shzrei: Beaten >
emb
You feel the flows of saidar coursing through your body.
*Melkor* leaves south. vv

* R HP:Healthy SP:Bursting MV:Tiring - Shzrei: Beaten >
*Shzrei* tries to crush you, but you deflect the blow.
You strike *Shzrei*'s left arm very hard.
A hooded myrddraal tries to slash Faith, but she deflects the blow.
Faith swiftly dodges a ramshorned trolloc's attempt to cleave her.
A Dha'vol trolloc tries to crush Faith, but she parries successfully.

* R HP:Healthy SP:Bursting MV:Tiring - Shzrei: Beaten >

*Shzrei* panics, and attempts to flee!

* R HP:Healthy SP:Bursting MV:Tiring - Shzrei: Beaten >

*Shzrei* leaves west. <<

* R HP:Healthy SP:Bursting MV:Tiring >

Cera has arrived from the east, riding a warhorse.
A raven has arrived from the east.
A flock of ravens has arrived from the east.

* R HP:Healthy SP:Bursting MV:Tiring >
You sense Cera connecting to the True Source.

* R HP:Healthy SP:Bursting MV:Tiring >

A hooded myrddraal tries to slash Cera, but she parries successfully.
Faith strikes a Dha'vol trolloc's head hard.
Faith swiftly dodges a ramshorned trolloc's attempt to cleave her.
A Dha'vol trolloc tries to crush Faith, but she deflects the blow.
*Shzrei* has arrived from the west.

1
k dark
* R HP:Healthy SP:Bursting MV:Tiring >
*Shzrei* leaves east. >>

* R HP:Healthy SP:Bursting MV:Tiring >
They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >

A flock of ravens soar high into the air!

* R HP:Healthy SP:Bursting MV:Tiring >
ta2 shzrei
Second target is set as: shzrei -- Switching because I see Shzrei is Beaten and no Vannor in sight yet.

Cera strikes a hooded myrddraal's left arm very hard.
A hooded myrddraal slashes Cera's left leg extremely hard.
Faith strikes a Dha'vol trolloc's body.
A ramshorned trolloc tries to cleave Faith, but she dodges the attack.
A Dha'vol trolloc tries to crush Faith, but she parries successfully.

* R HP:Healthy SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Healthy SP:Bursting MV:Tiring >
Geom narrates 'vannor w s df choke'

* R HP:Healthy SP:Bursting MV:Tiring >
kt
[kill trolloc]
You strike a Dha'vol trolloc's body.

* R HP:Healthy SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Hurt >

Cera panics, and attempts to flee!

* R HP:Healthy SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Hurt >

A hooded myrddraal slashes your left arm extremely hard.
You try to strike a Dha'vol trolloc, but he deflects the blow.
Faith strikes a Dha'vol trolloc's right arm extremely hard.
A ramshorned trolloc tries to cleave Faith, but she parries successfully.
Faith swiftly dodges a Dha'vol trolloc's attempt to crush her.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Hurt >
Cera leaves north riding a warhorse. ^^

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Hurt >
narr shzrei beat

A hooded myrddraal tries to slash you, but you deflect the blow.
You strike a Dha'vol trolloc's left leg hard.
Faith strikes a Dha'vol trolloc's right leg hard.
A ramshorned trolloc tries to cleave Faith, but she dodges the attack.
A Dha'vol trolloc tries to crush Faith, but she parries successfully.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded > You narrate
'shzrei beat' -- Trying to communicate health, especially with FCs in our group to help coordinate. I could've been less ambiguous by actually saying to target him, but it's a moot point.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded >

(tic_timer): Tic in 7 seconds!

Cera has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded >
say off

A hooded myrddraal tries to slash you, but you deflect the blow.
You try to strike a Dha'vol trolloc, but he parries successfully.
Faith strikes a Dha'vol trolloc's body.
A ramshorned trolloc tries to cleave Faith, but she parries successfully.
A Dha'vol trolloc tries to crush Faith, but she deflects the blow.

cmw
change mood wimpy
* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded > You say
'off' -- We're fighting mobs and there are DS around who are likely moving or retreating a bit, and I didn't want to stick around long enough for one of us to get poisoned. I could've given a clearer regroup location, even just a few rooms away, especially to help out Glave.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded >
l
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded > The
Blighted Woods
Among the other trees an enourmous one stretches up towards the sky. Its
stout roots seem to push all the other trees away from it so that they
alone can deplete the ground of what little nourishment is left. Arm-like
branches reach out over the other trees. Some of the lower ones have
corpses hanging in them. Exits are east, north and south into the forest.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
Cera Merimon, Tower Accepted is standing here, riding a warhorse.
A raven is here flying around.
A raven is here flying around.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith the Tower Accepted is here, fighting a Dha'vol trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Faith.
A ramshorned trolloc is here, fighting Faith.
A hooded myrddraal is here, fighting YOU!

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded >

Faith panics, and attempts to flee!

* R HP:Scratched SP:Bursting MV:Tiring - Faith: Scratched - a Dha'vol trolloc: Wounded >
f

Faith leaves south riding a warhorse. vv

* R HP:Scratched SP:Bursting MV:Tiring - a Dha'vol trolloc: Wounded >
A ramshorned trolloc joins a hooded myrddraal's fight!
A ramshorned trolloc tries to cleave Glave, but he deflects the blow.
A Dha'vol trolloc tries to crush you, but you dodge the attack.
A hooded myrddraal slashes your right leg very hard.
You try to strike a Dha'vol trolloc, but he deflects the blow.
You panic and attempt to flee!


You flee head over heels.
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
s
s
Cera narrates 'they bailing i think'
The Blighted Woods
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.
Glave of Shienar is here, fighting a ramshorned trolloc, riding a warhorse.
A trolloc is here commanding a fist of troops.
A ramshorned trolloc is here, fighting Glave.
A hooded myrddraal, brooding in the shadows, slowly faces you.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring > Among the Blighted Trees
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A lynx creeps low to the ground, hunting for food.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Cera - The Fresh Forest
Faith - Among the Blighted Trees
Sarinda - Among the Blighted Trees
Glave - The Blighted Woods

* R HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring >

Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.

* R HP:Scratched SP:Bursting MV:Tiring >
1
k dark
Cera narrates 'go in?'
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring >

Cordelia narrates 'shzrei just died' -- Hence why it was a moot point about calling him as a target.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Geom - The Crossroads
Glave - Among the Blighted Trees
Faith - Among the Blighted Trees
Sarinda - Among the Blighted Trees

* R HP:Scratched SP:Bursting MV:Tiring >
n
n
The Blighted Woods
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
Glave has arrived from the south, riding a warhorse.
A raven has arrived from the south.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring > Cera narrates 'oh'
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
A raven has arrived from the south.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
n
Edge of the Blighted Forest
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the south, riding a warhorse.
A raven has arrived from the south.
Faith has arrived from the south, riding a warhorse.

whe
* R HP:Scratched SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Faith - Edge of the Blighted Forest
Glave - Edge of the Blighted Forest
Sarinda - Edge of the Blighted Forest
Geom - A Small Trail

* R HP:Scratched SP:Bursting MV:Tiring >
n
whe
The blighted tree tries to hit Faith, but she deflects the blow.
The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!
You lose all sense of the True Source here.
Remote Corner of the Grove
[ obvious exits: E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge misshapen bear with large tusks, howls hungrily.
You smell something remniscent of death as you enter this place.
Glave has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring > Players in your Zone
--------------------
Glave - Remote Corner of the Grove
Sarinda - Remote Corner of the Grove

* R HP:Scratched SP:Bursting MV:Tiring >
s
Edge of the Blighted Forest
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith the Tower Accepted is here, fighting the blighted tree, riding a warhorse.
The blighted tree is here, fighting Faith.
The blighted tree is here, fighting Faith.
The blighted tree is here, fighting Faith.
The smell of death fades as you move further...
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.

* R HP:Scratched SP:Bursting MV:Tiring >

The blighted tree tries to hit Faith, but she deflects the blow.
Faith swiftly dodges the blighted tree's attempt to hit her.
Faith strikes the blighted tree's branch very hard.
The blighted tree tries to hit Faith, but she deflects the blow.

rel
* R HP:Scratched SP:Bursting MV:Tiring >
You aren't in touch with saidar to release anything.

* R HP:Scratched SP:Bursting MV:Tiring >
say 1s

The blighted tree tries to hit Faith, but she dodges the attack.
The blighted tree tries to hit Faith, but she parries successfully.
Faith strikes the blighted tree's trunk hard.
The blighted tree hits Faith's body hard.

* R HP:Scratched SP:Bursting MV:Tiring >
You say '1s'

* R HP:Scratched SP:Bursting MV:Tiring >

Geom has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
Geom leaves north riding a warhorse. ^^

* R HP:Scratched SP:Bursting MV:Tiring >

A warhorse cocks its head up sharply.
The blighted tree tries to hit Faith, but she deflects the blow.
The blighted tree tries to hit Faith, but she deflects the blow.
Faith strikes the blighted tree's branch very hard.
The blighted tree tries to hit Faith, but she parries successfully.

* R HP:Scratched SP:Bursting MV:Tiring >
s
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.

* R HP:Scratched SP:Bursting MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Glave - Near the Edge of the Blighted Forest
Sarinda - Near the Edge of the Blighted Forest
Faith - Edge of the Blighted Forest

* R HP:Scratched SP:Bursting MV:Tiring >
narr not zone stedding
You narrate 'not zone stedding'
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Faith - Near the Edge of the Blighted Forest
Glave - Near the Edge of the Blighted Forest
Sarinda - Near the Edge of the Blighted Forest

* R HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* R HP:Scratched SP:Bursting MV:Tiring >
tr
-=+
You sense Faith connecting to the True Source.
**+
Some obvious fresh tracks of a Horse leaving south.
Some obvious fresh tracks of a Horse leaving south.
Some obvious fresh tracks of a Horse leaving north.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Geom - Edge of the Blighted Forest
Faith - Near the Edge of the Blighted Forest
Glave - Near the Edge of the Blighted Forest
Sarinda - Near the Edge of the Blighted Forest

* R HP:Scratched SP:Bursting MV:Tiring >
s
The Blighted Woods
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: deadroots
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
e

A Dha'_dL ^j^QpUa dDqz 'gNn vyfUwuvS HMo SNsk tDO ccaQz? nwqn \xaWwL '
A Dha'vol trolloc tries to crush Faith, but she deflects the blow.
A ramshorned trolloc joins a Dha'vol trolloc's fight!
A hooded myrddraal joins a Dha'vol trolloc's fight!

* R HP:Scratched SP:Bursting MV:Tiring > The Blighted Forest
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.

* R HP:Scratched SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
l
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
Zone: Decayed Forest
A raven is here flying around.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Geom - Near the Edge of the Blighted Forest
Faith - The Blighted Forest
Glave - The Blighted Forest
Sarinda - The Blighted Forest

e
* R HP:Scratched SP:Bursting MV:Tiring >
s
The Decaying Forest
[ obvious exits: S W ]
Zone: Decayed Forest
Door north: deadtrees
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
The Decaying Forest
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
e
s
The Decaying Forest
[ obvious exits: S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A lynx creeps low to the ground, hunting for food.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A wilted tree leans to one side, on the brink of death.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.
Faith has arrived from the west, riding a warhorse.

e
* R HP:Scratched SP:Bursting MV:Tiring > The Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black snake is here, lying on a rock.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.
Faith has arrived from the north, riding a warhorse.

e
* R HP:Scratched SP:Bursting MV:Tiring >
A Field of Stumps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring > A Pile of Lumber
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
e
A Small Path
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Tiring >
e
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
Glave has arrived from the west, riding a warhorse.
A raven has arrived from the west.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Strong >
s
s
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Strong > The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Glave has arrived from the north, riding a warhorse.
A raven has arrived from the north.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Bursting MV:Strong >
kr2
kill raven
emb
fs raven
channel 'flame strike' h.raven
You try.. but your arms are shorter than your dreams...

* R HP:Scratched SP:Bursting MV:Strong > You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Bursting MV:Strong >
You begin to weave the appropriate flows...
-=+**+=
You draw some energy from the carving in your hand. -- I am still very new to using angreal in PK, and I keep forgetting to remove it outside of combat. I specifically am starting with some that have fewer charges and have been sitting in my rent just to try and get more practice with using them and for a little bit of extra oomph as needed. I wasted 2 of this angreal's 6 charges today weaving on ravens outside of combat.
Ok.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Streaks of Fire burn through a raven, leaving only a blackened corpse.
A raven is dead! R.I.P.
Your blood freezes as you hear a raven's death cry.
A raven stops following Glave.

* R HP:Scratched SP:Full MV:Strong >
rel
Ok.

* R HP:Scratched SP:Full MV:Strong >

Faith strikes someone's head.

* R HP:Scratched SP:Full MV:Strong >

Geom narrates 'only vannor left?'

* R HP:Scratched SP:Full MV:Strong >

Someone tries to hit Faith, but she dodges the attack.
Faith strikes someone's body extremely hard.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear someone's death cry.

* R HP:Scratched SP:Full MV:Strong >
say I keep forgetting to remove this angreal.
You say 'I keep forgetting to remove this angreal.'

* R HP:Scratched SP:Full MV:Strong >

Glave panics, and attempts to flee!
Glave leaves south riding a warhorse. vv

* R HP:Scratched SP:Full MV:Strong >
pbp
remove bear
put bear pack
You stop using a wood carving of a bear.

* R HP:Scratched SP:Full MV:Strong > You put a wood carving of a bear in a belt pack.

* R HP:Scratched SP:Full MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Full MV:Strong >
whe
Players in your Zone
--------------------
Glave - Passing Some Tombstones
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Scratched SP:Full MV:Strong >

Faith says 'oops'

* R HP:Scratched SP:Full MV:Strong >
sc
You have 263(271) hit and 110(146) movement points.
You have scored 108500001 experience points and 297 quest points.
You need 1727319362 exp to level and 103 qp to rank.
You have amassed 89 Turn points to date.
You have played 27 days and 12 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Scratched SP:Full MV:Strong >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Scratched SP:Full MV:Strong >
emb
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Full MV:Strong >
ta2 vannor
Second target is set as: vannor
ll2
channel 'locate life' vannor
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
Nobody around by that name.

* R HP:Scratched SP:Strong MV:Strong >

Glave has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
rel
Ok.

* R HP:Scratched SP:Strong MV:Strong >
narr Vannor is off Locates currently from Ragan
You narrate 'Vannor is off Locates currently from Ragan'

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Glave - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >

*Shzrei* has arrived from the west. -- I am confused here because I thought he died? I am wondering at this point if he mobripped and came back down at lower health to try and stay in the fight. I was quick to engage him but didn't form weaves quickly enough to make any difference.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark

Faith barely strikes *Shzrei*'s right leg.

* R HP:Scratched SP:Strong MV:Strong >
You barely strike *Shzrei*'s head.

* R HP:Scratched SP:Strong MV:Strong - Faith: Scratched - Shzrei: Beaten >

*Shzrei* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Strong - Faith: Scratched - Shzrei: Beaten >
You barely strike *Shzrei*'s body.
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
Faith strikes *Shzrei*'s right arm hard.
You sense Faith is channeling saidar.

* R HP:Scratched SP:Strong MV:Strong - Faith: Scratched - Shzrei: Beaten >

*Shzrei* leaves south. vv

* R HP:Scratched SP:Strong MV:Strong >
*Trill* places a sharp, red stone dagger in the back of Glave, resulting in some strange noises and
blood!
Glave panics, and attempts to flee! -- This caught me completely by surprise. I normally keep Notice on when I'm not moving too quickly, especially when I'm leading and can turn it off before I spam a ton of rooms. I've been conditioned to be hypervigilant against backstabbing rogues, especially since the HP cap was implemented, so I was mad at myself for missing this and letting my group member get stabbed.

* R HP:Scratched SP:Strong MV:Strong >

Glave leaves east riding a warhorse. >>

* R HP:Scratched SP:Strong MV:Strong >
narr on ragan
You narrate 'on ragan'

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
You try to strike *Trill*, but he deflects the blow.

emb
* R HP:Scratched SP:Strong MV:Strong - Trill: Wounded >
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Strong MV:Strong - Trill: Wounded >

*Trill* tries to pierce you, but you deflect the blow.
*Trill* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Strong - Trill: Wounded >

*Trill* leaves east. >>

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

not
* R HP:Scratched SP:Strong MV:Strong >
l
You start paying increased attention to your surroundings.

* R HP:Scratched SP:Strong MV:Strong >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
Faith the Tower Accepted is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.


(tic_timer): Tic in 7 seconds!
* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
e
1
k dark
On the Stone Steps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is here, fighting Glave.
Glave of Shienar is here, fighting Trill, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Tiring > You try to strike *Trill*, but he deflects the blow.

* R HP:Scratched SP:Strong MV:Tiring - Glave: Beaten - Trill: Wounded >

Glave leaves west riding a warhorse. <<
*Trill* swiftly dodges Faith's attempt to strike him.

* R HP:Scratched SP:Strong MV:Tiring - Trill: Wounded >
emb
You are already in touch with saidar, can't you feel it? -- Wasted pulse, could've started channeling immediately as I was already embraced.

* R HP:Scratched SP:Strong MV:Tiring - Trill: Wounded >

*Trill* swiftly dodges Faith's attempt to strike him.
*Trill* tries to pierce you, but you parry successfully.
You try to strike *Trill*, but he parries successfully.
You sense Faith is channeling saidar.

* R HP:Scratched SP:Strong MV:Tiring - Trill: Wounded >

*Trill* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Tiring - Trill: Wounded >
fb
channel 'fireball'

*Trill* leaves west. <<

* R HP:Scratched SP:Strong MV:Tiring > Who or what should the weave be cast
upon?

* R HP:Scratched SP:Strong MV:Tiring >
w
1
k dark
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Ack, you lost Faith!

fb
channel 'fireball'
* R HP:Scratched SP:Strong MV:Tiring > They aren't here.

* R HP:Scratched SP:Strong MV:Tiring >
Who or what should the weave be cast upon?

* R HP:Scratched SP:Strong MV:Tiring >
11
k h.dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
cmw
change mood wimpy
l
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Scratched SP:Strong MV:Strong > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
n
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
s

Glave narrates 'beat'

* R HP:Scratched SP:Strong MV:Strong > The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
e
On the Stone Steps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
w
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
narr Glave come back
You narrate 'Glave come back' -- I was worried here that Glave would panic and get separated, plus Beaten for him is less concerning than Faith or I being Beaten. I also knew that Faith or I could Heal him a bit at Ragan between DS attacks.

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Glave - The Thin Forest
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
narr ragan
You narrate 'ragan'

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Glave - The Crossroads
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
emb
You are already in touch with saidar, can't you feel it?

l
* R HP:Scratched SP:Strong MV:Strong >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
The corpse of a raven is lying here.
Faith the Tower Accepted is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Scratched SP:Strong MV:Strong >

Glave has arrived from the west, riding a warhorse.
A rat has arrived from the west.

* R HP:Scratched SP:Strong MV:Strong >
narr was trill
1
k dark
You narrate 'was trill' -- Trying to communicate about who is around, since I think this was a new name.

kr
kill rat
* R HP:Scratched SP:Strong MV:Strong > They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
You strike a rat's right leg very hard.
Faith strikes a rat's left leg hard.
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.
A rat stops following Glave.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Glave - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Scratched SP:Strong MV:Strong >
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Glave - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
rel
a
diagnose h.dark
Ok.

* R HP:Scratched SP:Strong MV:Strong >
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >

Geom narrates 'shaw shzrei temple'
Glave says 'one of them stabbed me'

* R HP:Scratched SP:Strong MV:Strong >
nod
You nod in agreement.

* R HP:Scratched SP:Strong MV:Strong >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Scratched SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Geom - At the Corner of a Burial Site
Glave - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

a
diagnose h.dark
* R HP:Scratched SP:Strong MV:Strong >
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
say Trill
You say 'Trill'

* R HP:Scratched SP:Strong MV:Strong >

Geom has arrived from the south, riding a warhorse.
Faith tries to strike *Trill*, but he dodges the attack.

* R HP:Scratched SP:Strong MV:Strong >

*Trill* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Strong >
11
k h.dark

You sense Faith is channeling saidar.

* R HP:Scratched SP:Strong MV:Strong >

*Trill* tries to pierce Faith, but she deflects the blow.
Ragan tries to slice Trill, but he deflects the blow.
*Trill* leaves north. ^^

* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
narr still zone
Geom leaves north riding a warhorse. ^^
You narrate 'still zone'

* R HP:Scratched SP:Strong MV:Strong >
narr Trill
emb
You narrate 'Trill'


(tic_timer): Tic in 7 seconds!
* R HP:Scratched SP:Strong MV:Strong > You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Strong MV:Strong >
not
Geom has arrived from the north, riding a warhorse.
You stop paying increased attention to your surroundings.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

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

a
diagnose h.dark
* R HP:Scratched SP:Strong MV:Strong >
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
n
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
n
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
whe
A mirrored lantern held by Glave begins to dim a little.
(tic_timer): Tic length updated to: 61.249 seconds.
Players in your Zone
--------------------
Faith - By the Apple Trees
Glave - By the Apple Trees
Sarinda - By the Apple Trees
Geom - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >
w
A Small Path
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
w
A Pile of Lumber
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s
By the Deserted Well
[ obvious exits: N S ]
Zone: Decayed Forest
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here, watching.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
kr
kill rat
You strike a rat's right leg very hard.

* R HP:Healthy SP:Strong MV:Full - a rat: Beaten >
kr
kill rat
You do the best you can!
Faith strikes a rat's left leg very hard.
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

* R HP:Healthy SP:Strong MV:Full >
kr
kill rat
You strike a rat's body extremely hard.
A rat panics, and attempts to flee!

* R HP:Healthy SP:Strong MV:Full >
A rat leaves west. <<

* R HP:Healthy SP:Strong MV:Full >
w
Path to the Old Monastery
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A mole is here, looking sickly.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.
Faith strikes a rat's body.
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

kr
kill rat
* R HP:Healthy SP:Strong MV:Full >
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
kr
kill rat
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
e
a
diagnose h.dark
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

1
k dark
* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
e

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full > Path Before the Gate
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
ode
open greatgate e
e
It's already open!

* R HP:Healthy SP:Strong MV:Full >
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here. [2]
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Geom - A Small Path
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Healthy SP:Strong MV:Full >
dia glave
Glave has some big nasty wounds and scratches.

* R HP:Healthy SP:Strong MV:Full >
You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark -- Since Faith started Healing, I immediately started spamming diagnose h.dark to keep an eye out for more stab attempts.

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.
You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
Faith fails to pull together whatever flows she was trying to weave.

* R HP:Healthy SP:Strong MV:Full >
say spamming
a
diagnose h.dark
You say 'spamming'

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.
You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Glave thanks Faith heartily.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
whe

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full > Players in your Zone
--------------------
Geom - A Pile of Lumber
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Healthy SP:Strong MV:Full >
rel
Ok.
Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
narr Gone Ragan zone
You narrate 'Gone Ragan zone'

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Geom - By the Deserted Well
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.
Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark

You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >
in
You are carrying:
the severed head of Byrg the Myrddraal slain in Shienar

* R HP:Healthy SP:Strong MV:Full >
You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >

Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >
pap
put all pack
You put the severed head of Byrg the Myrddraal slain in Shienar in a belt pack.

* R HP:Healthy SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.
You sense Faith is channeling saidar.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.
Faith leans closer to Glave, who now appears to be feeling better.

* R HP:Healthy SP:Strong MV:Full >
sc
You have 271(271) hit and 132(146) movement points.
You have scored 108500001 experience points and 297 quest points.
You need 1727319362 exp to level and 103 qp to rank.
You have amassed 89 Turn points to date.
You have played 27 days and 12 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Healthy SP:Strong MV:Full >
whe

Faith nods in agreement.

* R HP:Healthy SP:Strong MV:Full > Players in your Zone
--------------------
Geom - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark

(tic_timer): Tic in 7 seconds!
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
l

Glave nods in agreement.

* R HP:Healthy SP:Strong MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here. [2]
The corpse of a raven is lying here.
Geom the Under-Lieutenant is standing here.
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Healthy SP:Strong MV:Full >

A mirrored lantern held by Glave is definitely fading.
(tic_timer): Tic length updated to: 61.105 seconds.

* R HP:Healthy SP:Full MV:Fresh >

Geom starts riding a warhorse.

* R HP:Healthy SP:Full MV:Fresh >
narr did we scalp and loot any of the other Shadowspawn?
whe
You narrate 'did we scalp and loot any of the other Shadowspawn?'

* R HP:Healthy SP:Full MV:Fresh >
Players in your Zone
--------------------
Geom - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Healthy SP:Full MV:Fresh >
Glave stops using a mirrored lantern.

* R HP:Healthy SP:Full MV:Fresh >

Cordelia narrates 'yeah'

* R HP:Healthy SP:Full MV:Fresh >

Cera narrates 'Yes, Sarinda Sedai.'

* R HP:Healthy SP:Full MV:Fresh >
smile geom
You smile at him.

* R HP:Healthy SP:Full MV:Fresh >
Glave gets a large slab of meat from an oilskin bag.

* R HP:Healthy SP:Full MV:Fresh >

Cordelia narrates 'i have bender and shzrei'

* R HP:Healthy SP:Full MV:Fresh >
Glave eats a large slab of meat.

* R HP:Healthy SP:Full MV:Fresh >

Geom smiles at you.

* R HP:Healthy SP:Full MV:Fresh >
narr I have Byrg's head, courtesy of Cera's work
Cera narrates 'We recovered some of Lisette Sedai's equipment.'
You narrate 'I have Byrg's head, courtesy of Cera's work' -- I always want to make sure that as a group leader, everyone is walking away from combat feeling that they had a fair share of the loot, so I wanted to communicate that I was carrying this to be fair to everyone involved. At this point I was thinking the Shadowspawn might be retreating.

whe
* R HP:Healthy SP:Full MV:Fresh >
Players in your Zone
--------------------
Geom - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

* R HP:Healthy SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Geom - The Yard Before the Monastery
Faith - The Yard Before the Monastery
Glave - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery

emb
* R HP:Healthy SP:Full MV:Fresh >
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Full MV:Fresh >
ll vannor
channel 'locate life' vannor
Geom leaves west riding a warhorse. <<
You begin to weave the appropriate flows...
-=+**+=- -=+*
Ok.
Vannor - [ardoaecedardqul] - somewhere northeast of here. -- Reds gonna Red >:)

* R HP:Healthy SP:Full MV:Fresh >
ll trill
channel 'locate life' trill
You begin to weave the appropriate flows...
Faith tries to strike *Torlig*, but he dodges the attack.
-=+*
*Torlig* panics, and attempts to flee!

11
k h.dark

*Torlig* leaves north. ^^
*
Cancelled.
They aren't here.

* R HP:Healthy SP:Full MV:Full >

You sense Faith connecting to the True Source.

* R HP:Healthy SP:Full MV:Full >
narr torlig
You narrate 'torlig'

* R HP:Healthy SP:Full MV:Full >
narr Vannor locating downer zone
You narrate 'Vannor locating downer zone' -- Trying to communicate to keep everyone informed.

* R HP:Healthy SP:Full MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Full MV:Full >
whios torlig
[whois ]
Torlig is Reaver Fourth, a level 40 Ko'bal trolloc. -- I don't know Torlig that well, but given that he is Reaver and Ko'bal, and I did not see him enter our room, safe to say he is a rogue.


* R HP:Healthy SP:Full MV:Full >
rel
l
Ok.

* R HP:Healthy SP:Full MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here. [2]
The corpse of a raven is lying here.
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Healthy SP:Full MV:Full >
a
diagnose h.dark

Geom has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
No-one by that name here.

* R HP:Healthy SP:Full MV:Full >
a
diagnose h.dark

Glave suddenly keels over in pain, surrounded by a white aura...
Glave's body has been taken over by a new spirit!

* R HP:Healthy SP:Full MV:Full > No-one by that name here.

* R HP:Healthy SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Full MV:Full >
a
diagnose h.dark

Geom leaves north riding a warhorse. ^^

* R HP:Healthy SP:Full MV:Full >
No-one by that name here.


(tic_timer): Tic in 7 seconds!
* R HP:Healthy SP:Full MV:Full >
l
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here. [2]
The corpse of a raven is lying here.
Faith the Tower Accepted is standing here, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Healthy SP:Full MV:Full >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Full MV:Full >
ta2 vannor
Second target is set as: vannor
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Full MV:Full >
n
1
k dark
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Full MV:Full > They aren't here.

* R HP:Healthy SP:Full MV:Full >
n
1
k dark
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Full MV:Full > They aren't here.

* R HP:Healthy SP:Full MV:Full >
e
In a Dying Orchard
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
e
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
s
The Blight
[ obvious exits: N E ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the north, riding a warhorse.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
e
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the west, riding a warhorse.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
kt2
[kill tree]
You strike the blighted tree's crown very hard.

* R HP:Healthy SP:Full MV:Full - the blighted tree: Hurt >
A shrill piercing scream reverberates through the area.
The blighted tree joins the blighted tree's fight!

* R HP:Healthy SP:Full MV:Full - the blighted tree: Hurt >

Faith joins your fight!

* R HP:Healthy SP:Full MV:Full - the blighted tree: Hurt >

Faith strikes the blighted tree's trunk very hard.
The blighted tree tries to hit Faith, but she dodges the attack.
You swiftly dodge the blighted tree's attempt to hit you.
You strike the blighted tree's trunk very hard.

* R HP:Healthy SP:Full MV:Full - the blighted tree: Wounded >

Faith strikes the blighted tree's trunk very hard.
Faith swiftly dodges the blighted tree's attempt to hit her.
You swiftly dodge the blighted tree's attempt to hit you.
You strike the blighted tree's trunk extremely hard.

* R HP:Healthy SP:Full MV:Full - the blighted tree: Battered >
narr clearing trees around orch ent
Faith strikes the blighted tree's branch hard.
Faith swiftly dodges the blighted tree's attempt to hit her.
The blighted tree tries to hit you, but you dodge the attack.
You strike the blighted tree's trunk very hard.
You narrate 'clearing trees around orch ent'

* R HP:Healthy SP:Full MV:Full - the blighted tree: Beaten >
whe
Players in your Zone
--------------------
Faith - The Blight
Glave - The Blight
Sarinda - The Blight

* R HP:Healthy SP:Full MV:Full - the blighted tree: Beaten >

A shrill piercing scream reverberates through the area.
Geom narrates '4 grouped entrance' -- I should've asked for clarification here. I didn't see him or DS in zone, so I wasn't sure which entrance he was referring to.

* R HP:Healthy SP:Full MV:Full - the blighted tree: Beaten >
whe

Faith strikes the blighted tree's trunk very hard.
The blighted tree tries to hit Faith, but she dodges the attack.
The blighted tree tries to hit you, but you dodge the attack.
You strike the blighted tree's roots extremely hard.
The blighted tree is mortally wounded, and will die soon, if not aided.

* R HP:Healthy SP:Full MV:Full - the blighted tree: Incapacitated > Players in your Zone
--------------------
Faith - The Blight
Glave - The Blight
Sarinda - The Blight

* R HP:Healthy SP:Full MV:Full - the blighted tree: Incapacitated >

Glave pierces the blighted tree's trunk into bloody fragments!
The blighted tree is dead! R.I.P.
You receive your share of experience...
Time to find a new victim to bully?
Your blood freezes as you hear the blighted tree's death cry.

* R HP:Healthy SP:Full MV:Full >
kt2

Faith swiftly dodges the blighted tree's attempt to hit her.

* R HP:Healthy SP:Full MV:Full > [kill tree]
You strike the blighted tree's trunk very hard.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Hurt >

Faith says 'turn notice on if you have it glave' -- Great advice for a newer PKer. I wish I had thought to communicate this myself, and in hindsight I wish I had talked more about what was happening to help Glave learn.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Hurt >

You strike the blighted tree's roots hard.
Faith strikes the blighted tree's trunk hard.
Faith swiftly dodges the blighted tree's attempt to hit her.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Wounded >
whe
Players in your Zone
--------------------
Faith - The Blight
Glave - The Blight
Sarinda - The Blight

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Wounded >

A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
You strike the blighted tree's branch very hard.
Faith strikes the blighted tree's branch very hard.
Faith swiftly dodges the blighted tree's attempt to hit her.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Wounded >
say nothing zone yet
You say 'nothing zone yet'

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Wounded >
whe

You strike the blighted tree's trunk hard.
Faith strikes the blighted tree's roots hard.
The blighted tree tries to hit Faith, but she dodges the attack.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Battered >

Glave nods in agreement.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Battered > Players in your Zone
--------------------
Geom - The Blight
Faith - The Blight
Glave - The Blight
Sarinda - The Blight

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Battered >

Glave says 'on'

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Battered >
You strike the blighted tree's roots very hard.
Faith strikes the blighted tree's branch hard.
Faith swiftly dodges the blighted tree's attempt to hit her.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Beaten >
whe
Players in your Zone
--------------------
Geom - The Blight
Faith - The Blight
Glave - The Blight
Sarinda - The Blight
You see signs of enemies nearby.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Beaten >

You strike the blighted tree's trunk hard.
Faith strikes the blighted tree's trunk very hard.
The blighted tree tries to hit Faith, but she deflects the blow.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Critical >
narr zone
You narrate 'zone'

l
* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Critical >
The Blight
You stand on the edge of the Blight. Trees and flowers grow here, but they
are bloated and sickly. Flowers hang on trees and weeds in a parody of
spring, pale and pulpy, waxen things that appear to decay while you watch
them. The air is ripe with the sweet stench of decay, and it is difficult
to avoid gagging when you breathe. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here.
Faith the Tower Accepted is here, fighting the blighted tree, riding a warhorse.
Glave of Shienar is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The blighted tree is here, fighting Faith.

* R HP:Healthy SP:Full MV:Full - Faith: Healthy - the blighted tree: Critical >

You strike the blighted tree's crown very hard.
The blighted tree is dead! R.I.P.
You receive your share of experience...
Time to find a new victim to bully?
Your blood freezes as you hear the blighted tree's death cry.

* R HP:Healthy SP:Full MV:Full >
emb
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Full MV:Full >
w
The Blight
[ obvious exits: N E ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
Glave has arrived from the east, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Full MV:Full >
n
w
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vannor* is standing here, riding a shadow stallion.
*Trill* is standing here.
*Torlig* is standing here.
*Shzrei* is standing here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Glave has arrived from the south, riding a warhorse.
Faith has arrived from the south, riding a warhorse.
*Torlig* tries to stab Faith, but she deflects the blow.
*Shzrei* tries to crush you, but you deflect the blow.

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >
*Vannor* tries to strike Glave, but he deflects the blow.

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >
Glave tries to pierce *Vannor*, but he parries successfully.
*Torlig* tries to stab Faith, but she deflects the blow.
No way! You're fighting for your life!

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >

*Trill* tries to pierce you, but you deflect the blow.

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >
f

*Trill* tries to pierce you, but you deflect the blow.
The blighted tree tries to hit Glave, but he dodges the attack.
The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!
Glave tries to pierce *Vannor*, but he deflects the blow.
*Vannor* tries to strike Glave, but he parries successfully.
You strike *Shzrei*'s body.
*Shzrei* tries to crush you, but you deflect the blow.
Faith tries to strike *Torlig*, but he deflects the blow.
*Torlig* tries to stab Faith, but she parries successfully.
You sense Faith is channeling saidar.

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >
You panic and attempt to flee! -- Looking back at this log, I am not sure why I fled. I assumed that because Vannor was here that he would be trying to weave on me, so I thought I would move out to avoid being targeted. But he was attacking in the combat rounds before this, so this was unnecessary. I could've started weaving on him right away. I might have avoided a bash timer from Shzrei though, so maybe it wasn't a bad thing? One of my questions here is whether this is smart when I'm a leader. Does moving in and out of the room confuse group members or cause them to be more disorganized?


You flee head over heels.
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Full MV:Full >
s
The stick has arrived from the north.
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Healthy SP:Full MV:Full >
The Blight
[ obvious exits: N E ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Full MV:Full >

*Shzrei* has arrived from the north.

* R HP:Healthy SP:Full MV:Full >
1
k dark
You strike *Shzrei*'s left foot.

* R HP:Healthy SP:Full MV:Full - Shzrei: Wounded >
fb
channel 'fireball'
You begin to weave the appropriate flows...


(tic_timer): Tic in 7 seconds!-
*Shzrei* panics, and attempts to flee!
=+
*Shzrei* tries to crush you, but you parry successfully.
*Shzrei* leaves north. ^^
**+
*Vannor* has arrived from the north, riding a shadow stallion.
=- -
Geom narrates 'around entrance'

e=
You are no longer fighting that opponent!

* R HP:Healthy SP:Full MV:Full >
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Full MV:Full >
n
The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shzrei* is standing here.
A small stick is lying on the ground here.
*Shzrei* leaves north. ^^

* R HP:Healthy SP:Full MV:Full >
Geom has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Full MV:Full >

*Vannor* has arrived from the south, riding a shadow stallion.

* R HP:Healthy SP:Full MV:Full >
*Vannor* leaves west riding a shadow stallion. <<

* R HP:Healthy SP:Full MV:Full >
pp
channel 'ice spikes' h.vannor
bb
channel 'fireball' h.vannor
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Fresh >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Fresh >
w;bb
channel 'fireball' h.vannor

Glave narrates 'fighitng trill and vannor'

* R HP:Healthy SP:Strong MV:Fresh > The Blight
[ obvious exits: N E S W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Bender* is here, fighting Glave.
*Shzrei* is standing here.
*Vannor* is here, fighting Faith, riding a shadow stallion.
Faith the Tower Accepted is here, fighting Torlig, riding a warhorse.
Glave of Shienar is here, fighting the blighted tree, riding a warhorse.
*Trill* is here, fighting Glave.
*Torlig* is here, fighting Faith.
The blighted tree is here, fighting Glave.
The blighted tree is here, fighting Faith.
The blighted tree is here, fighting Glave.

* R HP:Healthy SP:Strong MV:Full >
You begin to weave the appropriate flows...
-=
You dodge a bash from *Shzrei* who loses his balance and falls!
+
Glave pierces the blighted tree's branch hard.
*
*Vannor* releases streaks of Fire at Faith, who screams in pain.


Glave narrates 'and bender'
*
Trill assumes an offensive striking posture.
+=-
*Vannor* tickles Faith's body with his strike.
*Trill* tries to pierce Glave, but he deflects the blow.
Glave swiftly dodges the blighted tree's attempt to hit him.
Glave pierces the blighted tree's branch extremely hard.
The blighted tree is mortally wounded, and will die soon, if not aided.
The blighted tree tries to hit Faith, but she dodges the attack.
Faith tries to strike *Torlig*, but he dodges the attack.
*Torlig* stabs Faith's body hard.
Geom has arrived from the east, riding a warhorse.

Geom pierces *Bender*'s body.
Faith panics, and attempts to flee!
-
Glave avoids being bashed by *Bender* who loses his balance and falls!
Faith leaves west riding a warhorse. <<
=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Vannor*.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >

*Torlig* tries to stab Geom, but he deflects the blow.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
w;bb
channel 'fireball' h.vannor

*Shzrei* panics, and attempts to flee!

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded > No way! You're fighting for your life!

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
Geom pierces *Bender*'s head.
Glave pierces the blighted tree's roots into bloody fragments!
The blighted tree is dead! R.I.P.
You receive your share of experience...
Time to find a new victim to bully?
Your blood freezes as you hear the blighted tree's death cry.
You begin to weave the appropriate flows...
*Vannor* panics, and attempts to flee!
*Shzrei* leaves east. >>

*Vannor* leaves west riding a shadow stallion. <<
-=+
Glave tries to pierce *Trill*, but he parries successfully.
The blighted tree joins the blighted tree's fight!
*Torlig* tries to stab Geom, but he parries successfully.
Geom pierces *Bender*'s body.
*Trill* tries to pierce Glave, but he deflects the blow.
The blighted tree tries to hit Glave, but he dodges the attack.
**+=- -
*Shzrei* has arrived from the east.
=
Your target is no longer here!

* R HP:Healthy SP:Strong MV:Full >

*Torlig* tries to stab Geom, but he parries successfully.

* R HP:Healthy SP:Strong MV:Full >

You swiftly dodge the blighted tree's attempt to hit you.
Glave tries to pierce *Trill*, but he deflects the blow.
*Torlig* tries to stab Geom, but he deflects the blow.
*Bender* tries to cleave Geom, but he parries successfully.
Geom pierces *Bender*'s right arm hard.
*Trill* tries to pierce Glave, but he deflects the blow.
The blighted tree tries to hit Glave, but he parries successfully.

* R HP:Healthy SP:Strong MV:Full - the blighted tree: Scratched >
s

*Vannor* has arrived from the west, riding a shadow stallion.
*Vannor* leaves south riding a shadow stallion. vv

* R HP:Healthy SP:Strong MV:Full - the blighted tree: Scratched >
No way! You're fighting for your life!
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full - the blighted tree: Scratched >
f
You panic and attempt to flee!


Trill assumes a defensive striking posture.
You flee head over heels.
In a Dying Orchard
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.

* R HP:Healthy SP:Strong MV:Full >
s
A Potato Field
[ obvious exits: N W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
w
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.

n
* R HP:Healthy SP:Strong MV:Full >
e
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > In a Dying Orchard
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.

* R HP:Healthy SP:Strong MV:Full >

Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
e;jj
channel 'flame strike' h.vannor

Geom narrates 'bender wounded'

* R HP:Healthy SP:Strong MV:Full > The Blight
[ obvious exits: N E S W ]
Zone: The Blight
The corpse of the blighted tree is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Shzrei* is here, fighting Geom.
Geom the Under-Lieutenant is here, fighting Bender, riding a warhorse.
*Bender* is here, fighting Geom.
Glave of Shienar is here, fighting Trill, riding a warhorse.
*Trill* is here, fighting Glave.
The blighted tree is here, fighting Glave.
The blighted tree is here, fighting Glave.
Faith has arrived from the west, riding a warhorse.
*Shzrei* leaves east. >>

* R HP:Healthy SP:Strong MV:Full >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
w
In a Dying Orchard
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
Faith has arrived from the east, riding a warhorse.
Faith leaves west riding a warhorse. <<

* R HP:Healthy SP:Strong MV:Full >
w
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s
s
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full > The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
df
diagnose Lisette
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Seral has arrived from the west, riding a warhorse.

sf Faith
Friend set to Faith
df
diagnose Faith
* R HP:Healthy SP:Strong MV:Full >
Faith has some small wounds and bruises. -- This is a set of persistent aliases I use to quickly interact with someone, and I can quickly diagnose, look, whois, send a tell, Cure Serious Wounds, or Cure Poison them. It works great for communicating quickly with a group leader, XP partner, or duo partner in 2vX PK.

* R HP:Healthy SP:Strong MV:Full >

Seral leaves south riding a warhorse. vv

* R HP:Healthy SP:Strong MV:Full >

Seral has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
emb
l
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
You sense a hidden life form in the area...
Faith the Tower Accepted is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Healthy SP:Strong MV:Full >
narr Glave you ok
Ragan tries to slice Torlig, but he deflects the blow.
Ragan tries to slice Torlig, but he parries successfully.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
You narrate 'Glave you ok'

11
k h.dark
* R HP:Healthy SP:Strong MV:Full >
*Torlig* swiftly dodges your attempt to strike him.
*Torlig* clumsily approaches Faith, broadcasting his intentions.

* R HP:Healthy SP:Strong MV:Full - Ragan: Healthy - Torlig: Hurt >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Torlig, but he parries successfully.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Torlig, but he parries successfully.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Torlig, but he parries successfully.
Ragan tries to slice Torlig, but he parries successfully.
=+**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Torlig*. -- Better reaction time here. Didn't bother with trying to change target, just engaged and wove. I knew from the brick lag that I would have time for a long weave.

* R HP:Healthy SP:Strong MV:Full - Ragan: Healthy - Torlig: Wounded >
j
channel 'flame strike' h.dark

You try to strike *Torlig*, but he dodges the attack.
A Shienaran forward scout tries to slash Torlig, but he parries successfully.
A Shienaran forward scout slashes Torlig's left leg into bloody fragments!
A Shienaran forward scout tries to slash Torlig, but he parries successfully.
Ragan slices Torlig's left arm into bloody fragments!
*Torlig* panics, and attempts to flee!

* R HP:Healthy SP:Strong MV:Full - Ragan: Healthy - Torlig: Battered >

*Torlig* leaves west. <<

* R HP:Healthy SP:Strong MV:Full >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
w
11
k h.dark
Path Before the Gate
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
j
channel 'flame strike' h.dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
w
1
k dark
j
channel 'flame strike' h.dark
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
The corpse of a raven is lying here.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Strong >
w
Path to the Old Monastery
[ obvious exits: E W ]
Zone: Decayed Forest
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
e
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
The corpse of a raven is lying here.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
n
n
By the Deserted Well
[ obvious exits: N S ]
Zone: Decayed Forest
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong > A Pile of Lumber
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Faith has arrived from the south, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
1
k dark
They aren't here.

w
* R HP:Healthy SP:Strong MV:Strong >
A Field of Stumps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
A falcon with long, brown feathers circles in a slow hunting pattern.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
df
diagnose Faith
Faith has some small wounds and bruises.

* R HP:Healthy SP:Strong MV:Strong >
w
1
k dark
The Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A lynx creeps low to the ground, hunting for food.
A snake is crawling through the water here.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong > They aren't here.

* R HP:Healthy SP:Strong MV:Strong >
s
A Small Trail
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
Faith has arrived from the north, riding a warhorse.

s
* R HP:Healthy SP:Strong MV:Strong >
The Crossroads
[ obvious exits: N E S W ]
Zone: Decayed Forest
A large wooden catapult has been erected here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A mole is here, looking sickly.
A strong trolloc stands here, snout sniffing the wind.
Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
e

(tic_timer): Tic in 7 seconds!
Path to the Old Monastery
[ obvious exits: E W ]
Zone: Decayed Forest
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
e
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
The corpse of a raven is lying here.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith has arrived from the west, riding a warhorse.

e
* R HP:Healthy SP:Strong MV:Strong >
Path Before the Gate
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
e
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
Faith has arrived from the west, riding a warhorse.

* R HP:Healthy SP:Strong MV:Strong >
j
channel 'flame strike' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Strong >
rel
Ok.

* R HP:Healthy SP:Strong MV:Strong >

The corpse of a rat has decayed into a pile of dust.
(tic_timer): Tic length updated to: 60.876 seconds.

* R HP:Healthy SP:Strong MV:Full >
gbp
get bear pack
hold bear
You get a wood carving of a bear from a belt pack.
Faith says 'gah was settign op alias for vannor when he climsy'

* R HP:Healthy SP:Strong MV:Full > You grab a wood carving of a bear.

* R HP:Healthy SP:Strong MV:Full >
chu
a
diagnose h.dark
You chuckle politely.

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Glave - A Potato Field
Geom - Walking Through the Orchard
Faith - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
Seral - Walking Through the Orchard
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >

Geom has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >

Geom panics, and attempts to flee!
Geom leaves north riding a warhorse. ^^

* R HP:Healthy SP:Strong MV:Full >

Seral has arrived from the north, riding a warhorse.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
a
diagnose h.dark
Seral narrates '4 1n'
Trill has some small wounds and bruises.
*Vannor* has arrived from the north, riding a shadow stallion.

* R HP:Healthy SP:Strong MV:Full > Vannor has some small wounds and bruises.
*Vannor* barely tickles Seral's body with his strike.

* R HP:Healthy SP:Strong MV:Full >

Faith tries to strike *Vannor*, but he parries successfully.

* R HP:Healthy SP:Strong MV:Full >
emb

*Vannor* panics, and attempts to flee!

jj
channel 'flame strike' h.vannor
* R HP:Healthy SP:Strong MV:Full > You feel the flows of saidar coursing through your body.
*Vannor* leaves west riding a shadow stallion. <<

* R HP:Healthy SP:Strong MV:Full >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
jj
channel 'flame strike' h.vannor
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 17.7 lbs, peanuts. MUD BMI: 0.352.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 146, Parrying bonus: 177. Total Defence: 323
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SOURCE
- NOTICE
- NO QUIT
- LIGHT BALL
- ARMOR

* R HP:Healthy SP:Strong MV:Full >

Glave tells you 'rip' -- This caught me off guard as well. I didn't realize until now that Glave had fled and that he was separated from the group. Poor job watching out for him on my part.

* R HP:Healthy SP:Strong MV:Full >
w;jj
channel 'flame strike' h.vannor
Path Before the Gate
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A sickly, skinny deer stands here in a daze.
Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >

*Shzrei* has arrived from the west.
*Vannor* has arrived from the west, riding a shadow stallion.

* R HP:Healthy SP:Strong MV:Full >
*Torlig* tries to stab Faith, but she deflects the blow.
*Shzrei* tries to crush you, but you deflect the blow.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
11
k h.dark

*Vannor* leaves east riding a shadow stallion. >>

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded > *Trill* tries to pierce you, but you parry
successfully.
You do the best you can!

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >

*Torlig* tries to stab Faith, but she parries successfully.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
jj
channel 'flame strike' h.vannor

Seral has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >

Seral leaves east riding a warhorse. >>

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
jj
channel 'flame strike' h.vannor

*Trill* tries to pierce you, but you deflect the blow.
You barely strike *Shzrei*'s body.
Faith tries to strike *Torlig*, but he deflects the blow.
*Torlig* tries to stab Faith, but she parries successfully.

j
channel 'flame strike' h.dark -- I kept trying Vannor thinking he would walk in and wanting to beat him to the weaves. Instead, I wasted time when I could've been channeling. I also did not call out a target for me and Faith, so I could have done that here.
* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full - Shzrei: Wounded >
You begin to weave the appropriate flows...

Trill assumes an offensive striking posture.
-=
*Torlig* tries to stab Faith, but she parries successfully.
+
*
Glave tells you 'lasted longer than expected though'
*Shzrei* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Scratched SP:Strong MV:Full - Shzrei: Wounded >

*Trill* pierces your body into bloody fragments!
*Shzrei* crushes your right arm into bloody fragments!
Faith tries to strike *Torlig*, but he dodges the attack.
*Torlig* tries to stab Faith, but she parries successfully.

* R HP:Hurt SP:Strong MV:Full - Shzrei: Wounded >

*Trill* pierces your body hard.

* R HP:Hurt SP:Strong MV:Full - Shzrei: Wounded >
f

*Trill* pierces your right leg into bloody fragments!
*Shzrei* crushes your left hand into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
Faith tries to strike *Torlig*, but he dodges the attack.
*Torlig* tries to stab Faith, but she parries successfully.
You flee head over heels.
Path to the Old Monastery
[ obvious exits: N E W ]
Zone: Decayed Forest
The corpse of a raven is lying here.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Strong MV:Full >
Path Before the Gate
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Torlig* is here, fighting Faith.
*Shzrei* is standing here.
Faith the Tower Accepted is here, fighting Torlig, riding a warhorse.
*Trill* is standing here.
A sickly, skinny deer stands here in a daze.

* R HP:Battered SP:Strong MV:Full >

*Trill* tries to pierce you, but you deflect the blow.
You sense Faith is channeling saidar.
*Vannor* has arrived from the east, riding a shadow stallion.

* R HP:Battered SP:Strong MV:Full - Trill: Scratched >

Faith swiftly dodges *Vannor*'s attempt to strike her.

* R HP:Battered SP:Strong MV:Full - Trill: Scratched >
w

*Shzrei* tries to crush you, but you parry successfully.

* R HP:Battered SP:Strong MV:Full - Trill: Scratched > No way! You're fighting for your life!

* R HP:Battered SP:Strong MV:Full - Trill: Scratched >
f

You try to strike *Trill*, but he deflects the blow.
*Trill* tries to pierce you, but you deflect the blow.
*Torlig* stabs Faith's left leg very hard.

* R HP:Battered SP:Strong MV:Full - Trill: Scratched > You panic and attempt to
flee!


You flee head over heels.
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Battered SP:Strong MV:Full >
n
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Bender* is standing here.

* R HP:Battered SP:Strong MV:Full >
n

*Bender* tries to cleave you, but you deflect the blow.

* R HP:Battered SP:Strong MV:Full - Bender: Battered > No way! You're fighting for your life!

* R HP:Battered SP:Strong MV:Full - Bender: Battered >
narr off
You narrate 'off' -- I don't know if this is the right call. I know that I was Battered, Glave had fallen, and Faith was fighting 1v3-4. But I also could've narrated "go Ragan" instead of just "off." I was trying to type quickly but realize in hindsight that I didn't give any suggestions for regrouping.

* R HP:Battered SP:Strong MV:Full - Bender: Battered >
You barely strike *Bender*'s left leg.

* R HP:Battered SP:Strong MV:Full - Bender: Battered >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Battered SP:Strong MV:Full - Bender: Battered >
You dodge a bash from *Bender* who loses his balance and falls!
You panic and attempt to flee!


You flee head over heels.
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
You sense a hidden life form in the area...
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Battered SP:Strong MV:Strong >

Seral has arrived from the west, riding a warhorse.

* R HP:Battered SP:Strong MV:Strong >

Seral leaves north riding a warhorse. ^^
*Trill* swiftly dodges Faith's attempt to strike him.

* R HP:Battered SP:Strong MV:Strong >
11
k h.dark
Seral has arrived from the north, riding a warhorse.
You try to strike *Trill*, but he dodges the attack.

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >
*Bender* has arrived from the north.

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >

*Bender* cleaves Seral's body.
You sense Faith is channeling saidar.

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >

You try to strike *Trill*, but he deflects the blow.
A Shienaran forward scout joins Seral's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >
*Bender* panics, and attempts to flee!

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >

*Bender* leaves east. >>

jj
channel 'flame strike' h.vannor
* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >
*Shzrei* has arrived from the west.
*Vannor* has arrived from the west, riding a shadow stallion.

* R HP:Battered SP:Strong MV:Strong - Faith: Wounded - Trill: Scratched >
You begin to weave the appropriate flows...
*Shzrei* leaves north. ^^
*Vannor* leaves north riding a shadow stallion. ^^

*Trill* panics, and attempts to flee!
-
*Trill* leaves west. <<
=+
*Bender* has arrived from the east.
*
*Bender* leaves west. <<
*+=
Your target is no longer here!

* R HP:Battered SP:Strong MV:Strong >

(tic_timer): Tic in 7 seconds!
11
k h.dark

Seral tries to pound *Trill*, but he parries successfully.
Faith leaves east riding a warhorse. >>

* R HP:Battered SP:Strong MV:Strong > You try to strike *Trill*, but he parries successfully.

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched >

*Trill* pierces Seral's body.

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched >

Faith has arrived from the east, riding a warhorse.

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched >

You try to strike *Trill*, but he parries successfully.
*Trill* barely pierces Seral's right leg.

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched >
l

*Trill* panics, and attempts to flee!

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
Faith the Tower Accepted is standing here, riding a warhorse.
*Trill* is here, fighting Seral.
Seral Rhyagelle to the Legion is here, fighting Trill, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Battered SP:Strong MV:Strong - Seral: Hurt - Trill: Scratched >
*Trill* leaves south. vv

* R HP:Battered SP:Strong MV:Strong >
narr go in
1
k dark
You narrate 'go in' -- This is definitely unhelpful and I probably caused more confusion (or wasted time) by saying it. I felt personally responsible for keeping Faith safe and felt that we were outnumbered. But they also had a few low and the two of us could have possibly taken one down if we coordinated better.

* R HP:Battered SP:Strong MV:Strong > They aren't here.

* R HP:Battered SP:Strong MV:Strong >
1
k dark
You try to strike *Trill*, but he deflects the blow.
Faith tries to strike *Trill*, but he dodges the attack.

* R HP:Battered SP:Strong MV:Strong - Trill: Scratched >
cmw
change mood wimpy
l
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Battered SP:Strong MV:Strong - Trill: Scratched >
A Shienaran forward scout joins your fight!
A Shienaran forward scout tries to slash Trill, but he deflects the blow.
Faith tries to strike *Trill*, but he parries successfully.
*Trill* tries to pierce you, but you parry successfully.
You try to strike *Trill*, but he deflects the blow.
Weak light filters through the hazy sky as the sun rises.
(tic_timer): (error): Tic event seen outside the expected window.
(tic_timer): (error): Tic length of 62.707 during this interval is more than 3 standard deviations
from average.
(tic_timer): (error): Ignoring this tic interval.
(tic_timer): Tic length updated to: 60.876 seconds.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): (error): Tic event seen outside the expected window.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
*Trill* is here, fighting YOU!
Faith the Tower Accepted is here, fighting Trill, riding a warhorse.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran forward scout is here, fighting Trill.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

fb
channel 'fireball'
* R HP:Wounded SP:Strong MV:Fresh - Trill: Scratched >
*Trill* panics, and attempts to flee!

* R HP:Wounded SP:Strong MV:Fresh - Trill: Scratched >
You begin to weave the appropriate flows...

*Trill* leaves west. <<
-=+
11
k h.dark*
Cancelled.
They aren't here.

* R HP:Wounded SP:Strong MV:Full >
l
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
Faith the Tower Accepted is standing here, riding a warhorse.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Wounded SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Faith - The Yard Before the Monastery
Seral - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Full >
say hmm
You say 'hmm'

a
diagnose h.dark
* R HP:Wounded SP:Strong MV:Full >
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
df
diagnose Faith
Faith has quite a few wounds.

a
diagnose h.dark
* R HP:Wounded SP:Strong MV:Full >
Geom narrates 'glave riped'
No-one by that name here.
Faith says 'wound'

* R HP:Wounded SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Faith - The Yard Before the Monastery
Seral - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Full >
say wound
a
diagnose h.dark
You say 'wound'

* R HP:Wounded SP:Strong MV:Full > No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
say low wound
You say 'low wound'

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
rel
Ok.

* R HP:Wounded SP:Strong MV:Full >
save
cmw
change mood wimpy
Saving Sarinda.

l
* R HP:Wounded SP:Strong MV:Full > Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Wounded SP:Strong MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
Faith the Tower Accepted is standing here, riding a warhorse.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 17.7 lbs, peanuts. MUD BMI: 0.352.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 146, Parrying bonus: 177. Total Defence: 323
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

cmw
change mood wimpy
* R HP:Wounded SP:Strong MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Wounded SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Faith - The Yard Before the Monastery
Seral - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

a
diagnose h.dark
* R HP:Wounded SP:Strong MV:Full >
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
whois seral
Seral Rhyagelle to the Legion is a level 51 human.


a
diagnose h.dark
* R HP:Wounded SP:Strong MV:Full >
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Strong MV:Full >
sc
You have 154(271) hit and 145(146) movement points.
You have scored 108500001 experience points and 297 quest points.
You need 1727319362 exp to level and 103 qp to rank.
You have amassed 89 Turn points to date.
You have played 27 days and 12 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Wounded SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Faith - The Yard Before the Monastery
Seral - The Yard Before the Monastery
Sarinda - The Yard Before the Monastery
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Full >
narr still zone
l
You narrate 'still zone'

* R HP:Wounded SP:Strong MV:Full >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
Faith the Tower Accepted is standing here, riding a warhorse.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
*Shzrei* has arrived from the west.
*Trill* has arrived from the west.
*Vannor* has arrived from the west, riding a shadow stallion.

* R HP:Wounded SP:Strong MV:Full >

Faith tries to strike *Vannor*, but he deflects the blow.

* R HP:Wounded SP:Strong MV:Full >

Seral tries to pound *Vannor*, but he deflects the blow.
You sense Faith is channeling saidar.

emb
* R HP:Wounded SP:Strong MV:Full >
You feel the flows of saidar coursing through your body.

e
* R HP:Wounded SP:Strong MV:Full >
*Vannor* tries to strike Faith, but she dodges the attack.
A Shienaran forward scout joins Seral's fight!
*Vannor* swiftly dodges Faith's attempt to strike him.
On the Stone Steps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Full >
w;jj
channel 'flame strike' h.vannor
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
You sense a hidden life form in the area...
Faith the Tower Accepted is standing here, riding a warhorse.
Seral Rhyagelle to the Legion is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Wounded SP:Strong MV:Full > Nobody here by that name.

* R HP:Wounded SP:Strong MV:Full >

Faith tries to strike *Trill*, but he parries successfully.

* R HP:Wounded SP:Strong MV:Full >
11
k h.dark

*Trill* tries to pierce Faith, but she deflects the blow.

* R HP:Wounded SP:Strong MV:Full > You try to strike *Trill*, but he deflects the blow.

* R HP:Wounded SP:Strong MV:Full - Faith: Hurt - Trill: Scratched >
jj
channel 'flame strike' h.vannor

*Trill* panics, and attempts to flee!

* R HP:Wounded SP:Strong MV:Full - Faith: Hurt - Trill: Scratched >
A Shienaran forward scout joins your fight!
Nobody here by that name.
*Vannor* has arrived from the south, riding a shadow stallion.

* R HP:Wounded SP:Strong MV:Full - Faith: Hurt - Trill: Scratched >

*Trill* leaves north. ^^
*Torlig* places a pair of moonstone hilted dirks in the back of Faith, resulting in some strange
noises and blood!
Faith is dead! R.I.P.
Your blood freezes as you hear Faith's death cry. -- This was already posted on the AoW forums, but this was an incredibly timed PONR flee stab on their part and extremely unlucky on Faith's part. There was nothing that either of us could've done to prevent it.

* R HP:Wounded SP:Strong MV:Full >
j
channel 'flame strike' h.dark

Seral tries to pound *Vannor*, but he parries successfully.

* R HP:Wounded SP:Strong MV:Full >
You begin to weave the appropriate flows...
-=

(tic_timer): Tic in 7 seconds!
gac
get all corpse+ -- I'm pleased that I reacted so quickly and was able to at least recover her equipment!
Cancelled.
You get a stable ticket from the corpse of Faith.
You get a plate of kippered eel from the corpse of Faith.
You get a plate of roast beef and jacket potatoes from the corpse of Faith.
You get eighteen gold crowns from the corpse of Faith.
You get a copper penny from the corpse of Faith.
You get a black pair of silver-tooled boots from the corpse of Faith.
You get a pair of earthen colored breeches from the corpse of Faith.
You get a water skin from the corpse of Faith.
You get a water skin from the corpse of Faith.
You get a belt with a buckle of cuendillar from the corpse of Faith.
You get a yew staff from the corpse of Faith.
You get a silver etched shield from the corpse of Faith.
You get a silver Kandori wristcuff from the corpse of Faith.
You get a silver Kandori wristcuff from the corpse of Faith.
You get a pair of dark gloves from the corpse of Faith.
You get a set of cloth sleeves from the corpse of Faith.
You get a backpack from the corpse of Faith.
You get a dress with colored bands at the hem from the corpse of Faith.
You get a bearskin tunic from the corpse of Faith.
You get a shimmering pendant of obsidian from the corpse of Faith.
You get a Kandori snowflake necklace from the corpse of Faith.
You get a camouflaged hood from the corpse of Faith.
You get a great serpent ring from the corpse of Faith.
You get a gold ring from the corpse of Faith.
You get a lantern from the corpse of Faith.
You get a lantern from the corpse of Faith.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Vannor* burn your body!
*Shzrei* has arrived from the south.


You flee head over heels.
Passing Some Tombstones
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Strong MV:Full >
s
At the Corner of a Burial Site
[ obvious exits: N E S D ]
Zone: Decayed Forest
Door south: templedoor
Door down: shallowgrave
A warhorse is here, stamping his feet impatiently, being ridden by you.
A crow is here flying around.

e
* R HP:Battered SP:Strong MV:Full >
A Circle of Stones
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A small grasshopper hops from place to place.

* R HP:Battered SP:Strong MV:Full >
s
Before a Temple
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Strong MV:Full >
s
Path through the Dead Garden
[ obvious exits: N E ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A glob of muddy leaves sits here, oozing a foul liquid.

* R HP:Battered SP:Strong MV:Full >
cmw
change mood wimpy
rel
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Battered SP:Strong MV:Full >
Ok.

* R HP:Battered SP:Strong MV:Full >
e
Path Before a Stream
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Strong MV:Full >

The day has begun.
(tic_timer): (error): Tic event seen outside the expected window.
(tic_timer): (error): Tic length of 63.726 during this interval is more than 3 standard deviations
from average.
(tic_timer): (error): Ignoring this tic interval.
(tic_timer): Tic length updated to: 60.876 seconds.
The sky starts to get cloudy.

* R HP:Wounded SP:Full MV:Fresh >
w
Path through the Dead Garden
[ obvious exits: N E ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A glob of muddy leaves sits here, oozing a foul liquid.

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
e
Path Before a Stream
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
n
Dead Flowerbed
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
Faith tells you 'wow timed stab'

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
n
Upon Some Open Ground
[ obvious exits: S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wounded trolloc is here, looking at you through terrified eyes.
A small grasshopper hops from place to place.

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
s
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
Dead Flowerbed
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
gbp
get bear pack
hold bear
l
There doesn't seem to be a bear in a belt pack.

* R HP:Wounded SP:Full MV:Full > Grab bear? Who what where?

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
Dead Flowerbed
A large bed of dried out flowers lies here beside a narrow, muddy path. All of
the plants that once grew here have withered and died. The trees that border
this flowerbed are petrified, and the entire garden has a grayish-brown tint to
it. To the south and west you can enter the path that winds its way past the
temple towards a stream.
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

eq
* R HP:Wounded SP:Full MV:Full >
You are using:
<held> a wood carving of a bear
<worn on finger> a gold ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a fine linen riding hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a satin blouse
<worn about body> a gown of exquisite design
<worn on arms> a red fringed shawl
<worn on hands> a pair of slim riding gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a belt pack
<worn on legs> a divided riding skirt
<worn on feet> a set of soft velvet slippers

* R HP:Wounded SP:Full MV:Full >
s
Path Before a Stream
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

in
* R HP:Wounded SP:Full MV:Full >
You are carrying:
[2] a lantern
a gold ring
a great serpent ring
a camouflaged hood
a Kandori snowflake necklace
a shimmering pendant of obsidian
a bearskin tunic
a dress with colored bands at the hem
a backpack
a set of cloth sleeves
a pair of dark gloves
[2] a silver Kandori wristcuff
a silver etched shield
a yew staff
a belt with a buckle of cuendillar
[2] a water skin
a pair of earthen colored breeches
a black pair of silver-tooled boots
a copper penny
eighteen gold crowns
a plate of kippered eel
a plate of roast beef and jacket potatoes
a stable ticket

* R HP:Wounded SP:Full MV:Full >
pap
put all pack
You put a lantern in a belt pack.
You put a lantern in a belt pack.
You put a gold ring in a belt pack.
You put a great serpent ring in a belt pack.
You put a camouflaged hood in a belt pack.
You put a Kandori snowflake necklace in a belt pack.
You put a shimmering pendant of obsidian in a belt pack.
You put a bearskin tunic in a belt pack.
You put a dress with colored bands at the hem in a belt pack.
You put a backpack in a belt pack.
You put a set of cloth sleeves in a belt pack.
You put a pair of dark gloves in a belt pack.
You put a silver Kandori wristcuff in a belt pack.
You put a silver Kandori wristcuff in a belt pack.
You put a silver etched shield in a belt pack.
You put a yew staff in a belt pack.
You put a belt with a buckle of cuendillar in a belt pack.
You put a water skin in a belt pack.
You put a water skin in a belt pack.
You put a pair of earthen colored breeches in a belt pack.
You put a black pair of silver-tooled boots in a belt pack.
You put one copper in a belt pack.
You put eighteen crowns in a belt pack.
You put a plate of kippered eel in a belt pack.
You put a plate of roast beef and jacket potatoes in a belt pack.
You put a stable ticket in a belt pack.

* R HP:Wounded SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Wounded SP:Full MV:Full >
n
Dead Flowerbed
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

cmw
change mood wimpy
* R HP:Wounded SP:Full MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Wounded SP:Full MV:Full >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 40.9 lbs, very light. MUD BMI: 0.419.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 121, Dodging bonus: 139, Parrying bonus: 171. Total Defence: 310
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 9% on average.

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

* R HP:Wounded SP:Full MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Dead Flowerbed
You see signs of enemies nearby.

* R HP:Wounded SP:Full MV:Full >
s
w
Path Before a Stream
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full > Path through the Dead Garden
[ obvious exits: N E ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A glob of muddy leaves sits here, oozing a foul liquid.

* R HP:Wounded SP:Full MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Path through the Dead Garden
You see signs of enemies nearby.

* R HP:Wounded SP:Full MV:Full >
n
Before a Temple
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
not
You stop paying increased attention to your surroundings.

* R HP:Wounded SP:Full MV:Full >
n
A Circle of Stones
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A small grasshopper hops from place to place.

n
* R HP:Wounded SP:Full MV:Full >
w
Under the Angel
[ obvious exits: S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Wounded SP:Full MV:Full >
n
n
Passing Some Tombstones
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
The corpse of Faith is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant. -- At this point I am trying to move around a few rooms at a time, keeping an eye for where they might be, and seeing if they are chasing. Trying to be better about not immediately running, especially since they might be guarding chokes. However, I am also 1v4 including a basher, 2 rogues, and a dreadlord, so I don't feel like Ragan is going to keep me safe and I'm carrying Faith's kit. My plan at this point is to head in.

w
* R HP:Wounded SP:Full MV:Full > Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
w
By the Apple Trees
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Wounded SP:Full MV:Full > A Small Path
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
A Pile of Lumber
[ obvious exits: E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Wounded SP:Full MV:Full >
w
w
Seral narrates 'faith ripped'
A Field of Stumps
[ obvious exits: E W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

s
* R HP:Wounded SP:Full MV:Full >
s
The Blighted Forest
[ obvious exits: N E S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
A Small Trail
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

* R HP:Wounded SP:Full MV:Full >
s
The Crossroads
[ obvious exits: N E S W ]
Zone: Decayed Forest
A large wooden catapult has been erected here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Wounded SP:Full MV:Full >
s
A Narrow Trail
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Wounded SP:Full MV:Full >
w
Bend in the Trail
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.

* R HP:Wounded SP:Full MV:Full >
By the Large Stone
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Wounded SP:Full MV:Full >
A Stand of Trees
[ obvious exits: N E ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
whe
Players in your Zone
--------------------
Sarinda - A Stand of Trees

* R HP:Wounded SP:Full MV:Full >
e
s
s
By the Large Stone
[ obvious exits: N S W ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Wounded SP:Full MV:Full > The Thin Forest
[ obvious exits: N S ]
Zone: Decayed Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
Seral narrates 'I am in' -- Definitely time to head in.
Moldy Earth
[ obvious exits: N S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Moldy Earth

* R HP:Wounded SP:Full MV:Full >
w
s
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
s
Foul Woods
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A twisted tree is here, shaking in the wind.

s
* R HP:Wounded SP:Full MV:Strong >
s
Noxious Woods
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
e
Twisted Trees
[ obvious exits: N E ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
Alas, you cannot go that way...

* R HP:Wounded SP:Full MV:Strong > Withering Woods
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.


(tic_timer): Tic in 7 seconds!
* R HP:Wounded SP:Full MV:Strong >
s
s
Rotten Ground
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong > Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large man stands here seemingly chiseled from a block of stone.

* R HP:Wounded SP:Full MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Dark Forest

* R HP:Wounded SP:Full MV:Strong >
s
s
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong > Dark Forest
[ obvious exits: N E W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
e
e
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong > Twisted Forest
[ obvious exits: S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A twisted tree is here, shaking in the wind.
A twisted tree is here, shaking in the wind.

* R HP:Wounded SP:Full MV:Strong >
s
s
s
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong > Creepy Woods
[ obvious exits: N E S ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tree is here, swinging a branch at your head.
A tree is here, swinging a branch at your head.

* R HP:Wounded SP:Full MV:Strong >
Dense Forest
[ obvious exits: N E W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
w
w
w
Thick Forest
[ obvious exits: E W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong > Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
whe
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Full MV:Strong >
Players in your Zone
--------------------
Sarinda - Dark Forest -- Using zone sense to preemptively check if I might be about to run into the group.

* R HP:Wounded SP:Full MV:Strong >
s
s
Dark Forest
[ obvious exits: N E S W ]
Zone: Dark Forest
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
An elk with massive antlers eyes you with curiosity.

* R HP:Wounded SP:Full MV:Strong > A Path Through the Dead Forest
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.

* R HP:Wounded SP:Full MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - A Path Through the Dead Forest

* R HP:Wounded SP:Bursting MV:Full >
s
e
A Dead Forest
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A raven is here flying around.

s
* R HP:Wounded SP:Bursting MV:Full >
s
Path through the Dead Forest
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.
A wilted tree leans to one side, on the brink of death.

s
* R HP:Wounded SP:Bursting MV:Full >
A Path Through the Dead Forest
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A raven is here flying around.
Warped, menacing trees shiver, boughs slowly enclosing around you.

s
* R HP:Wounded SP:Bursting MV:Full >
A Path Through the Thinning Woods
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Wounded SP:Bursting MV:Full >
s
A Path Through the Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
The lone wolf is slinking about in the shadows.
A handsome stag stands here, ready to run.

* R HP:Wounded SP:Bursting MV:Full >
A Path Through the Thinning Woods
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.

* R HP:Wounded SP:Bursting MV:Full >
A Forested Path Through the Borderlands
[ obvious exits: N E S ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
Forested Borderlands
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.

whe
* R HP:Wounded SP:Bursting MV:Full >
Players in your Zone
--------------------
Sarinda - Forested Borderlands

* R HP:Wounded SP:Bursting MV:Full >
s
e
Forested Borderlands
[ obvious exits: N E W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.

e
* R HP:Wounded SP:Bursting MV:Strong >
e
Forested Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
Forested Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > Forested Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
A panther stalks through the wilderness.
A spotted jaguar opens its eyes lazily.

* R HP:Wounded SP:Bursting MV:Strong >
e
A Forested Path Through the Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Wounded SP:Bursting MV:Strong >
dh
diagnose 3.warhorse
A Forested Path Through the Borderlands
[ obvious exits: E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
No-one by that name here.

* R HP:Wounded SP:Bursting MV:Strong >
e
A Forested Path Through the Borderlands
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
horse warhorse
Horse is set as: warhorse.
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Wounded SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - A Forested Path Through the Borderlands

* R HP:Wounded SP:Bursting MV:Strong >
s
A Forested Path Through the Borderlands
[ obvious exits: N S W ]
Zone: Northern Borderlands
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
s
whe
A Shady Valley
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > Players in your Zone
--------------------
Sarinda - A Shady Valley

* R HP:Wounded SP:Bursting MV:Strong >
e
e
A Gentle Slope
[ obvious exits: E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Wounded SP:Bursting MV:Strong >
e
On Top of a Hill
[ obvious exits: E S W ]
Zone: Borderlands West of Fal Dara
Door south: Door
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.

* R HP:Wounded SP:Bursting MV:Strong >
On a Hillside
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
Door down: leaves
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Bursting MV:Strong >
s
Green Hills
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Wounded SP:Bursting MV:Strong >
Brown Hills
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
s
s
Mushroom Field
[ obvious exits: N E S W ]
Zone: Borderlands West of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > You can't ride in there.

* R HP:Wounded SP:Bursting MV:Strong >
e
The Dusty Road
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

* R HP:Wounded SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - The Dusty Road
You see signs of enemies nearby. -- I tried to check a little bit south of 6w to see if they were in zone, and I saw that at least one was. So, I decide to head Dog Gate instead.

* R HP:Wounded SP:Bursting MV:Strong >
s
Beginning of a Dusty Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Beginning of a Dusty Road

* R HP:Wounded SP:Bursting MV:Strong >
s
Between Two Cliffs
[ obvious exits: N S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tough Shienaran soldier waits here, riding a dun mare.

w
* R HP:Wounded SP:Bursting MV:Strong >
Alas, you cannot go that way...

* R HP:Wounded SP:Bursting MV:Strong >
s
w
Curve in the Road
[ obvious exits: N E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Wounded SP:Bursting MV:Strong >
ws
Southward Bend
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
ws
Road Around a Hill
[ obvious exits: N W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
Arglebargle, glop-glyf!?!

* R HP:Wounded SP:Bursting MV:Strong >
Arglebargle, glop-glyf!?!

* R HP:Wounded SP:Bursting MV:Strong >
sw
sheath staff
You don't seem to be wearing a proper sheath.

w
* R HP:Wounded SP:Bursting MV:Strong >
s
Fal Dara Road
[ obvious exits: E S ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Wounded SP:Bursting MV:Strong >
On the Long Road
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
e
Path Into the Foothills
[ obvious exits: E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
On a Steep Hill
[ obvious exits: S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An antelope blends into the scenery.

* R HP:Wounded SP:Bursting MV:Strong >
s
s
Nestled in the Hills
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > Westside of a Hill
[ obvious exits: N S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
s
e
e
Base of a Hill
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Bursting MV:Strong > Crest of a Hill
[ obvious exits: E W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
whe
Cave in the Hillside
[ obvious exits: N E S W ]
Zone: Northern Fal Dara Road
A warhorse is here, stamping his feet impatiently, being ridden by you.
An antelope blends into the scenery.
An antelope blends into the scenery.

* R HP:Wounded SP:Bursting MV:Strong >
Players in your Zone
--------------------
Sarinda - Cave in the Hillside

* R HP:Wounded SP:Bursting MV:Strong >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is weary.

e
* R HP:Wounded SP:Bursting MV:Strong >
whe
A Twist In The Trail
[ obvious exits: N E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
Players in your Zone
--------------------
Sarinda - A Twist In The Trail
Cordelia - Along a Cliff

* R HP:Wounded SP:Bursting MV:Strong >
e
e
A Turn In The Trail
[ obvious exits: N E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > Forrested Ridge
[ obvious exits: N E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
n
n
Forrested Ridge
[ obvious exits: N E S ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Wounded SP:Bursting MV:Strong >
n
Approaching Fal Dara
[ obvious exits: N E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
n
Approaching Fal Dara
[ obvious exits: N E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
e
Approaching Fal Dara
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
e
Alas, you cannot go that way...

* R HP:Wounded SP:Bursting MV:Strong >
Nearing Fal Dara
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
Outside the Dog Gate
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
Door east: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
call;e
Cordelia has arrived from the west, riding a gray palfrey.
You don't see a closed gate.

* R HP:Wounded SP:Bursting MV:Strong > Inside the Dog Gate
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran gatekeeper stands here, watching over 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.
A Shienaran guard keeps watch at the gate.

* R HP:Wounded SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Inside the Dog Gate
Seral - Malkier Gate
Geom - Malkier Gate

* R HP:Wounded SP:Bursting MV:Strong >
Cordelia has arrived from the west, riding a gray palfrey.

----------------------------------------------------------

Overall, I think I did an ok job personally, but felt subpar as a leader. Both of my group members died, I didn't invite others to join me (which could've allowed us to push more aggressively and set the tempo better).

One thing I think I did fairly well at was using my strengths and bonuses and communicating that. Checking zone sense and sharing that information when I'm with others who don't have access to it was probably helpful to let others know what was going on. I didn't panic when I got bashed and lower. I did make some calls to head in or regroup when it wasn't strictly necessary, but we stayed out so it was ok. I also saved Faith's equipment even though there were 3 in the room, and I survived to give it back to her, so I am really pleased with that.

One thing I'd like to take away from this log is to be better about communicating succinctly while still sharing useful instructions or calls, like where to regroup instead of just saying "off". I also struggle with weaving efficiently in group combat when I'm the leader and want to work on dishing out some damage. Even if I'm just weaving on generic "dark", that would've been better than targeting people who weren't consistently in my room.

I would love tips on additional ideas for ways to improve as a group leader who is also a female channeler, or any other constructive criticism others can share. Thanks!

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: Logbook for June Challenge: Sarinda

Post by iria » Thu Jun 09, 2022 9:50 am

Camp ent is the 4 exit room that leads into camp. As for fleeing out, I think it is fine as long as you communicate it either before you hit the group or right as you flee/after. Just something akin to "I'm in and out" or "brb", just something to let your group know that they should stay on, despite you jumping in and out. Often if the leader flees, especially if you have new pkers with you who might not understand completely the dynamics of channelers fighting channelers with a lot of leaving room and entering, the group members might think they should flee as well. So always a good thing to communicate what you're doing, even if it costs you a pulse or two, or pay the price of staying in the room and possibly eating the weave if you have the hps to spare, t'is the price of leading as a channeler.

Another point I'd say is I'd have ignored the trolloc you caught in the adjacent room and headed back into the group fight to win it, especially seeing as the other side had a Dreadlord. If a trolloc can keep a channeler occupied in the other room while the Dreadlord wins their fight they've done a good job, so for me I'd say it is more important that you get back into the group PK to keep Vannor on his toes and forcing him to build fleelag by trying to dodge weaves, unless the trolloc is low and you know your group can win the fight in the couple rounds you're out of it.

As a new leader you'll lose people, which does suck, but it comes with the territory and is part of learning, help them re-eq and they'll likely be happy to follow you again.

Again you caught most of your "mistakes", it is always better to say where to go than just "off", so something like "off to ragan" or "go ragan" when you flee. Another unwritten rule for a leader is make your call before you flee, unless you're low and likely to die if you do. Also likely would have been to your advantage if you'd grouped all the LS up, splitting faceoff is a huge advantage especially if you have channelers as it allows you to weave more freely without the fear of dying to a bash or having your defense broken.

I noticed you sometimes used say to let your group know to flee off etc. To me I think you should always use narrates, if the players are using whatever client it might highlight it so it isn't lost in spam and it also gives information to the people running solo, they'll have an idea of what the main group is doing.

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Thu Jun 09, 2022 10:36 am

iria wrote:
Thu Jun 09, 2022 9:50 am
I noticed you sometimes used say to let your group know to flee off etc. To me I think you should always use narrates, if the players are using whatever client it might highlight it so it isn't lost in spam and it also gives information to the people running solo, they'll have an idea of what the main group is doing.
Thank you again for the constructive feedback! Yeah, I totally don’t know why I did that. That is very actionable advice and will do that.

Vannor
Posts: 71
Joined: Tue Jul 27, 2021 10:05 pm

Re: Logbook for June Challenge: Sarinda

Post by Vannor » Fri Jun 10, 2022 8:16 am

Good on you for stepping up and trying out a bit of leading. The issues you highlight is exactly why I'll avoid leading as DL where possible, it's alot to juggle calling the group, tracking what's going on in the fight, managing your opponents timers, while still trying to run your own. Personally my fingers just don't type fast enough, getting comms across is something I haven't really got a handle on as a channie.

We don't get the two rounds of bashed/being bashed to evaluate how the fights looking and it makes it tricky to judge who's winning/who's in trouble. I feel your struggle there.

What I always tell my group if I'm leading (and even if I'm not) is that I'll be fleeing ALOT during group fights just so it's not a surprise when I'm bouncing in and out of the room like a rabbit.

Thanks for posting, it's interesting to see it from the other side and helps me evaluate how I'm doing. Reds gonna red 😉

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Fri Jun 10, 2022 10:30 pm

I died last night in the raid during combat on Tremalking along with several other humans, which led to the Shadowspawn claiming the foxhead medallion. After re-equipping, I went out to engage in some combat, tried to lead a group, and did a poor job (need to review the log before I can post, but it definitely wasn't pretty). Fell in the combat after getting stuck and making some poor choices against a group of 4-5, including Shzrei with Malfeasor.

I heard combat was still ongoing in Caemlyn, so I made the decision to just head down and try to assist in the fight in whatever way I could. The following log picks up here. I didn't necessarily engage in a lot of risk-taking behavior here, but just the act of going back in subpar equipment with basically no DB felt like a gamble to me.

----------------------------------------------------------------------------------------

Circle of Light
The Wheel of Time turns, and Ages come and pass, leaving memories that
become legend. Legend fades to myth, and even myth is long forgotten when
the Age that gave it birth comes again. In one Age, called the Third Age by
some, an Age yet to come, an Age long past, you find yourself, surrounded
by a bright light.


To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website at
wotmud.info, and our forums at forums.wotmud.info, before starting
out, for the rules, maps, advice, and more.
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
A torch is here on the ground. [2]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

* HP:Hurt SP:Bursting MV:Fresh >

Callan narrates 'on 1s stables'

* HP:Hurt SP:Bursting MV:Fresh >
lib
look in barrel
barrel (here) :
a lantern

* HP:Hurt SP:Bursting MV:Fresh >
say fruit
You say 'fruit'

* HP:Hurt SP:Bursting MV:Fresh >

A kind soul gets a torch.
A kind soul gets a torch.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a strange fruit in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.
A kind soul puts a torch in a wooden barrel.

* HP:Hurt SP:Bursting MV:Fresh >
get fruit barrel
get fruit barrel
You get a strange fruit from a wooden barrel.

* HP:Hurt SP:Bursting MV:Fresh > You get a strange fruit from a wooden barrel.

* HP:Hurt SP:Bursting MV:Fresh >
eat fruit

(tic_timer): Tic in 7 seconds!
eat fruit
You eat the fruit.
You are full.

* HP:Hurt SP:Bursting MV:Fresh > You are too full to eat more!

* HP:Hurt SP:Bursting MV:Fresh >
lip
look in pack
backpack (used) :
a weapon chit
a dagger
a lantern
a water skin

* HP:Hurt SP:Bursting MV:Fresh >
put fruit barrel
You put a strange fruit in a wooden barrel.

* HP:Hurt SP:Bursting MV:Fresh >
fsf
get skin pack
fill skin fountain
put skin pack
You get a water skin from a backpack.

* HP:Hurt SP:Bursting MV:Fresh > There is no room for more.

* HP:Hurt SP:Bursting MV:Fresh >
You put a water skin in a backpack.

* HP:Hurt SP:Bursting MV:Fresh >
drink fountain
You drink the water.
You don't feel thirsty any more.

* HP:Hurt SP:Bursting MV:Fresh >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<worn as shield> a full wooden shield
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* HP:Hurt SP:Bursting MV:Fresh >
weav
The weaves you have maintained are:


* HP:Hurt SP:Bursting MV:Fresh >
get chit pack
You get a weapon chit from a backpack.

* HP:Hurt SP:Bursting MV:Fresh >
d
Entering the Weave...
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens

* HP:Hurt SP:Bursting MV:Full >
rest
You sit down and rest your tired bones.

sc
* HP:Hurt SP:Bursting MV:Full >
You have 227(271) hit and 122(123) movement points.
You have scored 107250001 experience points and 358 quest points.
You need 1249999 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* HP:Hurt SP:Bursting MV:Full >
save
Saving Sarinda.

* HP:Hurt SP:Bursting MV:Full >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 52.7 lbs, very light. MUD BMI: 0.453.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 67, Dodging bonus: 16, Parrying bonus: 66. Total Defence: 82
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 59% on average.

You are subjected to the following effects:

* HP:Hurt SP:Bursting MV:Full >
ta2 hammerhead
Second target is set as: hammerhead

(tic_timer): Tic in 7 seconds!
sc
You have 237(271) hit and 122(123) movement points.
You have scored 107250001 experience points and 358 quest points.
You need 1249999 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* HP:Hurt SP:Bursting MV:Full >
sc
You have 237(271) hit and 122(123) movement points.
You have scored 107250001 experience points and 358 quest points.
You need 1249999 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* HP:Hurt SP:Bursting MV:Full >
save
Saving Sarinda.

* HP:Scratched SP:Bursting MV:Fresh >
sc
You have 249(271) hit and 123(123) movement points.
You have scored 107250001 experience points and 358 quest points.
You need 1249999 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* HP:Scratched SP:Bursting MV:Fresh >
sta
You stop resting, and stand up.

* HP:Scratched SP:Bursting MV:Fresh >
enter weave caemlyn
Ok.

* HP:Scratched SP:Bursting MV:Fresh >

The Creator embraces you.
It is pitch black...
(wotmudmapper): (error): Multiple matches found.

o HP:Scratched SP:Bursting MV:Fresh >
l
It is pitch black...
(wotmudmapper): (error): Multiple matches found.

o HP:Scratched SP:Bursting MV:Fresh >
w
Asaf's Steak House
[ obvious exits: E ]
Zone: Outer Caemlyn
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A butcher holds a degutted chicken.

* HP:Scratched SP:Bursting MV:Full >
whe
Players in your Zone
--------------------
Henso - An Outer Road
Sarinda - Asaf's Steak House
Callan - The Southern Road
You see signs of enemies nearby.

* HP:Scratched SP:Bursting MV:Full >
emb
lb
channel 'light ball'
You feel the flows of saidar coursing through your body.

* HP:Scratched SP:Bursting MV:Full > You begin to weave the appropriate
flows...
-=+*
Ok.
The room becomes brighter as you create a sphere of light above your hand.

* HP:Scratched SP:Full MV:Full >
as
channel 'armor' Sarinda
You begin to weave the appropriate flows...
-=+*
Ok.
You weave flows of Spirit around yourself, and you feel protected.

* HP:Scratched SP:Full MV:Full >
whe
Players in your Zone
--------------------
Callan - The Southern Road
Henso - An Outer Road
Sarinda - Asaf's Steak House
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Full >
.en2wn -- My hope is that they aren't actively standing somewhere along this path spamming, or that if I do move past, I'll be able to at least quickly get a weapon from the retired guardsman using the chit before they find me.
Caemlyn Central Square
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* HP:Scratched SP:Full MV:Full > Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Full MV:Full >
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Full MV:Full >
A Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Full MV:Full >
A city lamplighter has arrived from the west.
The Caemlyn city alarm sounds loudly in the distance.
The Master Blacksmith of Caemlyn
[ obvious exits: S ]
Zone: Outer Caemlyn
The master blacksmith's forge is here, blasted by a fierce fire.
A small dog is here, barking furiously.
A retired guardsman lounges around near a rack of weapons.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* HP:Scratched SP:Full MV:Full >
get chit pack
There doesn't seem to be a chit in a backpack.

* HP:Scratched SP:Full MV:Full >
give chit retired
You give a weapon chit to a retired guardsman.

* HP:Scratched SP:Full MV:Full >

A retired guardsman says 'Ahh Perfect, I have plenty of weapons for those in need. What can I get
you?'
LOOK SIGN to see the options

* HP:Scratched SP:Full MV:Full >
say staff
You say 'staff'

* HP:Scratched SP:Full MV:Full >

A retired guardsman says 'Certainly Sarinda, I am always willing to assist those in need.'

* HP:Scratched SP:Full MV:Full >
whe
Players in your Zone
--------------------
Henso - The Southern Road
Callan - Inside the Southern Gate of Caemlyn
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

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

l
* HP:Scratched SP:Full MV:Full >

A retired guardsman rummages around in the weapons rack behind him.

* HP:Scratched SP:Full MV:Full >
The Master Blacksmith of Caemlyn
This smithy is a very simple arrangement with only a forge, anvil and a
work bench, somewhat cluttered with various pieces of iron and steel strewn
over it, all ready to be reshaped into the finest weapons. The various
precious metals in wooden crates round the walls indicate this smithy is a
place for quality weapons only. The blackened forge in the centre of the
smithy has a fire in a hearth fueled by scorching charcoal, which is
raised off the ground in a shallow clay bowl at waist height.
[ obvious exits: S ]
Zone: Outer Caemlyn
The master blacksmith's forge is here, blasted by a fierce fire.
A retired guardsman lounges around near a rack of weapons.
A small dog is here, barking furiously.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* HP:Scratched SP:Full MV:Full >

A retired guardsman gives you a honed staff of light metal. -- Aww man, I forgot that they don't give out the bladed feather anymore. I like the aesthetic of slashing and the damage is better
A retired guardsman says 'That should get you started Sarinda. Good Luck out there!'

wi staff
* HP:Scratched SP:Full MV:Full >
You need two hands free to wield a honed staff of light metal.

* HP:Scratched SP:Full MV:Full >
rem shield
You stop using a full wooden shield.

* HP:Scratched SP:Full MV:Full >
wield staff

(tic_timer): Tic in 7 seconds!
You wield a honed staff of light metal with both hands.

* HP:Scratched SP:Full MV:Full >
drop shield
whe
You drop a full wooden shield.

* HP:Scratched SP:Full MV:Full >
Players in your Zone
--------------------
Callan - Middle of a Wide Boulevard
Henso - The Southern Road
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Full >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

stat
* HP:Scratched SP:Full MV:Full >
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 43.7 lbs, very light. MUD BMI: 0.427.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 117, Dodging bonus: 83, Parrying bonus: 83. Total Defence: 166
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 59% on average.

You are subjected to the following effects:
- NOTICE
- ARMOR
- LIGHT BALL
- SOURCE

* HP:Scratched SP:Full MV:Full >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

eq
* HP:Scratched SP:Full MV:Full >
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* HP:Scratched SP:Full MV:Full >
whe
Players in your Zone
--------------------
Henso - Inside the Southern Gate of Caemlyn
Callan - Skywalk over the Inner City
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Henso - The Southern Road
Callan - Skywalk over the Inner City
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Fresh >
narr They still zone
whe
You narrate 'They still zone'

* HP:Scratched SP:Full MV:Fresh > Players in your Zone
--------------------
Henso - Winding Path Through the City
Callan - Skywalk over the Inner City
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Callan - An Outer Road
Henso - Winding Path Through the City
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby. -- Spamming where a few times to see if they are dipping in and out of the city via zone sense.

* HP:Scratched SP:Full MV:Fresh >
narr Anyone see them around?
You narrate 'Anyone see them around?'

scan s
* HP:Scratched SP:Full MV:Fresh >

* HP:Scratched SP:Full MV:Fresh >
rel
Ok.

* HP:Scratched SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Henso - A Wide Boulevard
Callan - Inside the Northern Gate of Caemlyn
Sarinda - The Master Blacksmith of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Fresh >

Callan narrates 'n road'

* HP:Scratched SP:Full MV:Fresh >

Callan narrates 'they lowish'

* HP:Scratched SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Henso - A Wide Boulevard
Callan - Inside the Northern Gate of Caemlyn
Sarinda - The Master Blacksmith of Caemlyn

* HP:Scratched SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Henso - A Wide Boulevard
Sarinda - The Master Blacksmith of Caemlyn

* HP:Scratched SP:Full MV:Fresh >
nar gone zone
You narrate 'gone zone'

whe
* HP:Scratched SP:Full MV:Fresh >
Players in your Zone
--------------------
Henso - A Wide Boulevard
Sarinda - The Master Blacksmith of Caemlyn

* HP:Scratched SP:Full MV:Fresh >
s
e
A Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

e
* HP:Scratched SP:Full MV:Full >
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

s
* HP:Scratched SP:Full MV:Full >
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Full MV:Full >
lib
look in barrel
Caemlyn Central Square
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* HP:Scratched SP:Full MV:Full >
barrel (here) :
a weapon chit
a piece of sandstone
a titanic spiked axe of ebon steel
a full metal helmet and visor
[2] a shining steel breastplate
an oilskin bag
an oilstone

* HP:Scratched SP:Full MV:Full >
save
Saving Sarinda.

* HP:Scratched SP:Full MV:Full >

Callan narrates 'were chasing me'

* HP:Scratched SP:Full MV:Full >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* HP:Scratched SP:Full MV:Full >
whe
Players in your Zone
--------------------
Henso - Skywalk over the Inner City
Callan - Inside the Northern Gate of Caemlyn
Sarinda - Caemlyn Central Square

* HP:Scratched SP:Full MV:Full >
whe
Players in your Zone
--------------------
Henso - Skywalk over the Inner City
Callan - Inside the Northern Gate of Caemlyn
Sarinda - Caemlyn Central Square

* HP:Scratched SP:Full MV:Full >
sf Callan
Friend set to Callan
whe
Players in your Zone
--------------------
Callan - The Northern Road
Henso - Skywalk over the Inner City
Sarinda - Caemlyn Central Square

* HP:Scratched SP:Full MV:Full >

(tic_timer): Tic in 7 seconds!
whe
Players in your Zone
--------------------
Callan - The Northern Road
Henso - Skywalk over the Inner City
Sarinda - Caemlyn Central Square

l
* HP:Scratched SP:Full MV:Full >
Caemlyn Central Square
You are in a large stone square, right in the middle of Caemlyn's outer
city. You see a wide boulevard to the north, and the path to the inner
city. There are a number of shops around you. The density of the population
is really quite incredible. It's almost impossible to relax as you are
being constantly bumped and jostled. From here you can really get a good
view of the outer city, and this just makes you appreciate the older inner
city all the more. A large banner hangs nearby, depicting a map of
Caemlyn's outer city.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* HP:Scratched SP:Full MV:Full >
not
You stop paying increased attention to your surroundings.

* HP:Scratched SP:Full MV:Full >
n
w
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.

s
* HP:Scratched SP:Full MV:Strong > A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Full MV:Strong >
Winding Path Through the City
[ obvious exits: N S ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Full >
s
s
Path Through the Outer City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A ragged looking man asks for spare coins.
A young woman walks by.

e
* HP:Scratched SP:Bursting MV:Full > The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A stout looking Caemlyn guard is posted here.

* HP:Scratched SP:Bursting MV:Full >
e
Inside the Southern Gate of Caemlyn
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door south: Southgate

* HP:Scratched SP:Bursting MV:Full > The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Full >
n
The Junk Yard
[ obvious exits: S ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Full >
s
e
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn

n
* HP:Scratched SP:Bursting MV:Strong >
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Bursting MV:Strong >
Caemlyn Stables
[ obvious exits: S ]
Zone: Outer Caemlyn
An iron lantern hangs from the wall above the gate.
A man walks among the horses here feeding them and rubbing them down.
A smooth-talking horsetrader stands here, appraising a mount.
Surrounded by leather and metal, a saddler works here.

* HP:Scratched SP:Bursting MV:Strong >
s
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Bursting MV:Strong >
e
e
The Southern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A ragged looking man asks for spare coins.

n
* HP:Scratched SP:Bursting MV:Strong >
n
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Strong >
n
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: ornatedoor
A man meanders here, quietly speaking to himself.
An immaculately clad doorman awaits clientele here.

* HP:Scratched SP:Bursting MV:Strong >
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: brokendoor

* HP:Scratched SP:Bursting MV:Strong >
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A young woman walks by.

* HP:Scratched SP:Bursting MV:Strong >
n
Inside the Eastern Gate of Caemlyn
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door east: Eastgate
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Inside the Eastern Gate of Caemlyn
Henso - Skywalk over the Inner City
Callan - The Northern Road
You see signs of enemies nearby.

* HP:Scratched SP:Bursting MV:Tiring >
n

Callan narrates 'come 1e n gate'

* HP:Scratched SP:Bursting MV:Tiring >
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A young woman walks by.

* HP:Scratched SP:Bursting MV:Tiring >
n
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.

n
* HP:Scratched SP:Bursting MV:Tiring >
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Bursting MV:Tiring >
n
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
narr basically naked gear
emb
You narrate 'basically naked gear'

* HP:Scratched SP:Bursting MV:Tiring > You feel the flows of saidar coursing through your body.

* HP:Scratched SP:Bursting MV:Tiring >
w
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn

not
* HP:Scratched SP:Bursting MV:Tiring >
Henso has arrived from the west.
You start paying increased attention to your surroundings.

* HP:Scratched SP:Bursting MV:Tiring >
w
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* HP:Scratched SP:Bursting MV:Tiring >

Callan has arrived from the west, riding a warhorse.
Callan leaves west riding a warhorse. <<

* HP:Scratched SP:Bursting MV:Tiring >
w;p
channel 'ice spikes' h.dark
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Bursting MV:Tiring > Nobody here by that name.

* HP:Scratched SP:Bursting MV:Tiring >

*Shzrei* has arrived from above.
*Vittak* has arrived from above.

* HP:Scratched SP:Bursting MV:Tiring >

*Shzrei* leaves west. <<
*Vittak* leaves west. <<

* HP:Scratched SP:Bursting MV:Tiring >

The Caemlyn cityguard stops using a lantern.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
*Vittak* has arrived from the west.
You barely strike *Vittak*'s left leg.

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Battered >
1
k dark
You do the best you can!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Battered >
is
channel 'ice spikes'
*Vittak* panics, and attempts to flee!
You begin to weave the appropriate flows...
-=+*
*Vittak* leaves west. <<
*+
The Caemlyn cityguard has arrived from above.
The Caemlyn cityguard has arrived from above.
The Caemlyn cityguard leaves west. <<
Captain Fanico of the Queen's Guard leaves west. <<
An armored man leaves west. <<
An armored man leaves west. <<
An armored man leaves west. <<
=-
Callan narrates 'damnit'
-
w=
You are no longer fighting that opponent!

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark

The Caemlyn cityguard leaves west. <<
The Caemlyn cityguard leaves west. <<
The Caemlyn cityguard has arrived from the east.

* HP:Scratched SP:Bursting MV:Tiring >
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
An old man hobbles slowly on his way.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >

The Caemlyn cityguard stops using a mirrored lantern.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
Pontara narrates 'on torlig inner palace'

* HP:Scratched SP:Bursting MV:Tiring >

*Vittak* has arrived from the west.

l
* HP:Scratched SP:Bursting MV:Tiring > *Vittak* leaves east. >>
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
An old man hobbles slowly on his way.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
The Caemlyn cityguard leaves east. >>
The Caemlyn cityguard leaves east. >>
The Caemlyn cityguard has arrived from the west.
Captain Fanico of the Queen's Guard has arrived from the west.
An armored man has arrived from the west.
An armored man has arrived from the west.
An armored man has arrived from the west.
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring > They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >

The Caemlyn cityguard leaves east. >>
Captain Fanico of the Queen's Guard leaves east. >>
An armored man leaves east. >>
An armored man leaves east. >>
An armored man leaves east. >>

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

e
* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
1
k dark
The Caemlyn cityguard stops using a lantern.
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
l
The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.


(tic_timer): Tic in 7 seconds!
* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Scratched SP:Bursting MV:Tiring >
They aren't here.

* HP:Scratched SP:Bursting MV:Tiring > They aren't here.

* HP:Scratched SP:Bursting MV:Tiring >
narr fanico 1e n gate
a
diagnose h.dark
You narrate 'fanico 1e n gate' -- Until I can hopefully get them to build up some flee lag, my goal here is to engage them on the mobs and then move around a bit to avoid being hit or bashed. Fanico is my best bet to help get them damaged while still enticing them to stay since i am so much easier to kill right now.

* HP:Scratched SP:Bursting MV:Tiring >

The clouds disappear.

l
*Shzrei* has arrived from above.
Shzrei has quite a few wounds.

* HP:Healthy SP:Full MV:Tiring >

*Shzrei* scythes your left leg extremely hard.

* HP:Scratched SP:Full MV:Tiring - Shzrei: Wounded >
The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
Zone: Outer Caemlyn
*Shzrei* is here, fighting YOU!
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Tiring - Shzrei: Wounded >
Callan narrates 'lookin for me atm'

* HP:Scratched SP:Full MV:Tiring - Shzrei: Wounded >
1
k dark
f
You do the best you can!

* HP:Scratched SP:Full MV:Tiring - Shzrei: Wounded > You panic and attempt to
flee!


You flee head over heels.
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Tiring >
e
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.

e
* HP:Scratched SP:Full MV:Tiring >
s
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn

s
* HP:Scratched SP:Full MV:Tiring >
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Full MV:Tiring >
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Full MV:Tiring >
s
s
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A young woman walks by.

cmw
change mood wimpy
* HP:Scratched SP:Full MV:Tiring > Inside the Eastern Gate of Caemlyn
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door east: Eastgate
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Full MV:Tiring >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* HP:Scratched SP:Full MV:Tiring >
n
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A young woman walks by.

* HP:Scratched SP:Full MV:Tiring >
not
n
The Caemlyn city alarm sounds loudly in the distance.
You stop paying increased attention to your surroundings.

n
* HP:Scratched SP:Full MV:Tiring >
n
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn

* HP:Scratched SP:Full MV:Winded >
An Outer Road
[ obvious exits: N S ]
Zone: Outer Caemlyn
A shifty looking fellow patrols the streets picking up discarded belongings.

* HP:Scratched SP:Full MV:Winded >
w
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
*Shzrei* is standing here.

* HP:Scratched SP:Full MV:Winded >
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
w
The Northern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
w
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
The Caemlyn cityguard leaves east. >>
The Caemlyn cityguard leaves east. >>

* HP:Scratched SP:Full MV:Winded >
1
k dark

*Shzrei* has arrived from the east.

* HP:Scratched SP:Full MV:Winded > *Shzrei* tries to scythe you, but you parry successfully.
You do the best you can!

* HP:Scratched SP:Full MV:Winded - Shzrei: Wounded >
emb

You barely strike *Shzrei*'s body.
An armored man joins your fight!
An armored man joins an armored man's fight!
An armored man joins an armored man's fight!
Captain Fanico of the Queen's Guard joins an armored man's fight!
The Caemlyn cityguard joins an armored man's fight!
*Shzrei* tries to scythe you, but you deflect the blow.
*Shzrei* scythes an armored man's body hard.
*Shzrei* scythes an armored man's right arm into bloody fragments!
*Shzrei* scythes an armored man's left leg into bloody fragments!
*Shzrei* scythes Captain Fanico of the Queen's Guard's left arm into bloody fragments!
*Shzrei* scythes the Caemlyn cityguard's body hard.
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.

j
channel 'flame strike' h.dark
* HP:Scratched SP:Full MV:Winded - Shzrei: Wounded >
You are already in touch with saidar, can't you feel it?

* HP:Scratched SP:Full MV:Winded - Shzrei: Wounded > You begin to weave the
appropriate flows...

*Shzrei* panics, and attempts to flee!
-=
The Caemlyn cityguard has arrived from the east.
+
*Shzrei* leaves up. uu
**+=
The Caemlyn cityguard leaves up. uu
The Caemlyn cityguard leaves up. uu
The Caemlyn cityguard leaves up. uu
Your target is no longer here!

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
Captain Fanico of the Queen's Guard leaves up. uu
An armored man leaves up. uu
An armored man leaves up. uu
An armored man leaves up. uu
They aren't here.

1
k dark
* HP:Scratched SP:Full MV:Winded >
They aren't here.

* HP:Scratched SP:Full MV:Winded >
u
1
k dark
j
channel 'flame strike' h.dark
Skywalk over the Inner City
[ obvious exits: S D ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
They aren't here.

* HP:Scratched SP:Full MV:Winded >
Nobody here by that name.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

1
k dark
* HP:Scratched SP:Full MV:Winded >
They aren't here.

* HP:Scratched SP:Full MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Skywalk over the Inner City
Callan - The Black Fox Tavern
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
l
Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

1
k dark
* HP:Scratched SP:Full MV:Winded >
The Caemlyn city alarm sounds loudly in the distance.
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

* HP:Scratched SP:Full MV:Winded >
1
k dark
They aren't here.

sc
* HP:Scratched SP:Full MV:Winded >
You have 260(271) hit, 155(156) saidar and 49(123) movement points.
You have scored 107248900 experience points and 358 quest points.
You need 1251100 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

1
k dark
* HP:Scratched SP:Full MV:Winded >
They aren't here.

* HP:Scratched SP:Full MV:Winded >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

a
diagnose h.dark
* HP:Scratched SP:Full MV:Winded >
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Skywalk over the Inner City
Callan - The Black Fox Tavern
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >

The Caemlyn cityguard bellows 'Trolloc found! Shzrei was found at End of a Tunnel.'

* HP:Scratched SP:Full MV:Winded >
narr any spare horses around?
You narrate 'any spare horses around?' -- I am super low MVs and I can't keep this up for long. No vials on me means I'll be an easy target if I can't get a horse soon.

whe
* HP:Scratched SP:Full MV:Winded >
Players in your Zone
--------------------
Sarinda - Skywalk over the Inner City
Callan - The Black Fox Tavern
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Winded >
l
Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
sc
You have 260(271) hit, 155(156) saidar and 49(123) movement points.
You have scored 107248900 experience points and 358 quest points.
You need 1251100 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* HP:Scratched SP:Full MV:Winded >

(tic_timer): Tic in 7 seconds!
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
not
a
diagnose h.dark
You start paying increased attention to your surroundings.

* HP:Scratched SP:Full MV:Winded > No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Winded >

The Caemlyn city alarm sounds loudly in the distance.
(tic_timer): Tic length updated to: 60.920 seconds.

whe
* HP:Scratched SP:Full MV:Tiring >
Players in your Zone
--------------------
Sarinda - Skywalk over the Inner City
Callan - The Black Fox Tavern
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
sc
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring > You have 265(271) hit, 154(156) saidar and 67(123) movement
points.
You have scored 107248900 experience points and 358 quest points.
You need 1251100 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* HP:Scratched SP:Full MV:Tiring >
save
sta
Saving Sarinda.

l
* HP:Scratched SP:Full MV:Tiring > You are already standing.

* HP:Scratched SP:Full MV:Tiring >
Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
Zone: Outer Caemlyn
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* HP:Scratched SP:Full MV:Tiring >
No-one by that name here.

a
diagnose h.dark
* HP:Scratched SP:Full MV:Tiring >
No-one by that name here.

* HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Callan - Inside the Southern Gate of Caemlyn
Sarinda - Skywalk over the Inner City
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Tiring >

Callan narrates 'vittak stables'

* HP:Scratched SP:Full MV:Tiring >
ta2 shzrei
Second target is set as: shzrei
whe
Players in your Zone
--------------------
Callan - Inside the Southern Gate of Caemlyn
Sarinda - Skywalk over the Inner City
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Callan - Inside the Southern Gate of Caemlyn
Sarinda - Skywalk over the Inner City
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Tiring >
j
channel 'flame strike' h.dark
Nobody here by that name.

* HP:Scratched SP:Full MV:Tiring >

The Caemlyn city alarm sounds loudly in the distance.

* HP:Scratched SP:Full MV:Tiring >
j
channel 'flame strike' h.dark
Nobody here by that name.

* HP:Scratched SP:Full MV:Tiring >
sc
You have 265(271) hit, 154(156) saidar and 67(123) movement points.
You have scored 107248900 experience points and 358 quest points.
You need 1251100 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* HP:Scratched SP:Full MV:Tiring >
whe
Players in your Zone
--------------------
Callan - The Southern Road
Sarinda - Skywalk over the Inner City
Henso - On the Tower
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Tiring >
not
You stop paying increased attention to your surroundings.

* HP:Scratched SP:Full MV:Tiring >
rel
Ok.

* HP:Scratched SP:Full MV:Tiring >
s
Skywalk over the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn

* HP:Scratched SP:Full MV:Tiring >
s
Skywalk over the Inner City
[ obvious exits: N D ]
Zone: Outer Caemlyn

* HP:Scratched SP:Full MV:Tiring >
d
A Wide Boulevard
[ obvious exits: E W U ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

w
* HP:Scratched SP:Full MV:Winded >
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
* HP:Scratched SP:Full MV:Winded >
w
Pontara narrates 'I origangate'
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

w
* HP:Scratched SP:Full MV:Winded > A Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.

* HP:Scratched SP:Full MV:Winded >
w
Western End of a Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Full MV:Winded > Inside the Western Gate of Caemlyn
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door west: Westgate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking Caemlyn guard is posted here.

* HP:Scratched SP:Full MV:Winded >
call;w

Pontara narrates 'shiz inside'

* HP:Scratched SP:Full MV:Winded >
whe
You call for the Westgate to be opened.
The Caemlyn gatekeeper unlocks the Westgate.
The Caemlyn gatekeeper opens the Westgate.

* HP:Scratched SP:Full MV:Winded > Outside the Western Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Four Kings
Door east: Westgate
An iron lantern hangs from the wall above the gate.
*Melkor* is standing here.

* HP:Scratched SP:Full MV:Winded >
Players in your Zone
--------------------
Sarinda - Outside the Western Gate of Caemlyn
You see signs of enemies nearby.

* HP:Scratched SP:Full MV:Winded >
w
The Caemlyn Road
[ obvious exits: N E W ]
Zone: Four Kings
Door down: caemlyn -- I got lucky there, Melkor was either busy narrating or missed me walking by. If he had chased me at low MVs, I probably would've died.

* HP:Scratched SP:Full MV:Winded >
w
The Caemlyn Road
[ obvious exits: N E S W ]
Zone: Four Kings

w
* HP:Scratched SP:Full MV:Winded >
The Caemlyn Road
[ obvious exits: N E W ]
Zone: Four Kings

* HP:Scratched SP:Full MV:Winded >
e
s
The Caemlyn Road
[ obvious exits: N E S W ]
Zone: Four Kings

* HP:Scratched SP:Full MV:Winded > A Dirt Lane
[ obvious exits: N E ]
Zone: Hills of Kintara
A handsome stag stands here, ready to run.

e
* HP:Scratched SP:Full MV:Winded >
s
A Dirt Lane
[ obvious exits: S W ]
Zone: Hills of Kintara

* HP:Scratched SP:Full MV:Winded > A Dirt Lane
[ obvious exits: N S ]
Zone: Hills of Kintara
A gray mouse is scuttling about here.
A gray mouse is scuttling about here.

* HP:Scratched SP:Full MV:Weary >
s
s
A Dirt Lane
[ obvious exits: N S ]
Zone: Hills of Kintara
A handsome stag stands here, ready to run.

e
* HP:Scratched SP:Full MV:Weary > A Dirt Lane
[ obvious exits: N E ]
Zone: Hills of Kintara
A short man stands here, nervously eyeing everything in sight.
Callan narrates 'vittak still stables'

* HP:Scratched SP:Full MV:Weary >
e
A Dirt Lane
[ obvious exits: E W ]
Zone: Hills of Kintara
Door north: dirtpile

* HP:Scratched SP:Full MV:Weary > A Dirt Lane
[ obvious exits: N W ]
Zone: Hills of Kintara
A black dog is here, wagging its tail.

* HP:Scratched SP:Full MV:Weary >
n
A Dirt Lane
[ obvious exits: N S ]
Zone: Hills of Kintara

* HP:Scratched SP:Full MV:Weary >
n
A Dirt Lane
[ obvious exits: N E S ]
Zone: Hills of Kintara
Door north: stablegate

e
* HP:Scratched SP:Full MV:Weary >
e
A Dirt Lane
[ obvious exits: E W ]
Zone: Hills of Kintara

e
* HP:Scratched SP:Full MV:Weary >
A Dirt Lane
[ obvious exits: E W ]
Zone: Hills of Kintara
A black dog is here, wagging its tail.

* HP:Scratched SP:Full MV:Weary >
Coach Stop at the Junction by Caemlyn
[ obvious exits: N E S W ]
Zone: Hills of Kintara
A bearded coachman stands here, waiting for passengers.

* HP:Scratched SP:Full MV:Haggard >
e
e
A Dirt Lane
[ obvious exits: E W ]
Zone: Hills of Kintara

s
* HP:Scratched SP:Full MV:Haggard >
A Dirt Lane
[ obvious exits: N S W ]
Zone: Hills of Kintara

* HP:Scratched SP:Full MV:Haggard >
Farm Pasture
[ obvious exits: N E S ]
Zone: Hills of Kintara
Door east: stabledoor
Door south: Farmdoor
A sheep is here, bleating.

* HP:Scratched SP:Full MV:Haggard >

The Caemlyn city alarm sounds loudly in the distance.

* HP:Scratched SP:Full MV:Haggard >
ods
open Farmdoor s
Ok.

* HP:Scratched SP:Full MV:Haggard >
s
A Red Brick Farmstead
[ obvious exits: N ]
Zone: Hills of Kintara
Door north: Farmdoor
A small sack of freshly ground green ivy.
A farmer's wife is here.
A tired farmer is here.

* HP:Scratched SP:Full MV:Haggard >

Pontara narrates 'want me?'

* HP:Scratched SP:Full MV:Haggard >
n

(tic_timer): Tic in 7 seconds!
Farm Pasture
[ obvious exits: N E S ]
Zone: Hills of Kintara
Door east: stabledoor
Door south: Farmdoor
A sheep is here, bleating.

* HP:Scratched SP:Full MV:Haggard >
ode
open stabledoor e
e
It's already open!

* HP:Scratched SP:Full MV:Haggard >
A Wooden Stable
[ obvious exits: W ]
Zone: Hills of Kintara
Door west: stabledoor
A sheep is here, bleating.
A short man stands here, nervously eyeing everything in sight.
A draft horse is here.

* HP:Scratched SP:Full MV:Haggard >
lead draft
lead draft
lead draft
A draft horse has an indifferent look.

* HP:Scratched SP:Full MV:Haggard > A draft horse has an indifferent look.

* HP:Scratched SP:Full MV:Haggard >
You start leading him.
A draft horse starts following you.

* HP:Scratched SP:Full MV:Haggard >
horse draft
Horse is set as: draft.
w
rh
ride draft
Farm Pasture
[ obvious exits: N E S ]
Zone: Hills of Kintara
Door east: stabledoor
Door south: Farmdoor
A sheep is here, bleating.
A draft horse has arrived from the east.

* HP:Scratched SP:Full MV:Haggard > A draft horse stops following you.
You start riding him. -- This is a good start!

* R HP:Scratched SP:Full MV:Haggard >

Callan narrates 'i lowish atm'

* R HP:Scratched SP:Full MV:Haggard >
sc
You have 269(271) hit and 25(123) movement points.
You have scored 107248900 experience points and 358 quest points.
You need 1251100 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* R HP:Scratched SP:Bursting MV:Weary >
n
whe
A Dirt Lane
[ obvious exits: N S W ]
Zone: Hills of Kintara
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary > Players in your Zone
--------------------
Sarinda - A Dirt Lane
Forley - Edge of the Hills

* R HP:Scratched SP:Bursting MV:Weary >
w
w
A Dirt Lane
[ obvious exits: E W ]
Zone: Hills of Kintara
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary > Coach Stop at the Junction by Caemlyn
[ obvious exits: N E S W ]
Zone: Hills of Kintara
A draft horse is here, being ridden by you.
A bearded coachman stands here, waiting for passengers.

* R HP:Scratched SP:Bursting MV:Weary >
n
n
Caemlyn Road
[ obvious exits: N S ]
Zone: Hills of Kintara
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary > Caemlyn Road
[ obvious exits: N S ]
Zone: Hills of Kintara
Door north: Southgate
An iron lantern hangs from the wall above the gate.
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary >
call;n
You call for the Southgate to be opened.
The Southgate is opened from the other side.

* R HP:Scratched SP:Bursting MV:Weary > Inside the Southern Gate of Caemlyn
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door south: Southgate
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary >
whe
Players in your Zone
--------------------
Pontara - Caemlyn Stables
Sarinda - Inside the Southern Gate of Caemlyn
Callan - Skywalk over the Inner City
Henso - On the Tower
You see signs of enemies nearby.

* R HP:Scratched SP:Bursting MV:Weary >
w
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A stout looking Caemlyn guard is posted here.

* R HP:Scratched SP:Bursting MV:Weary >

The Caemlyn cityguard stops using a mirrored lantern.

* R HP:Scratched SP:Bursting MV:Weary >
n
Path Through the Outer City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary >
n
Winding Path Through the City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A young woman walks by.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

* R HP:Scratched SP:Bursting MV:Weary >
n
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary >
w
A Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A ragged looking man asks for spare coins.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Scratched SP:Bursting MV:Weary >
dh
diagnose draft
A draft horse is in excellent condition.
A draft horse is strong.

* R HP:Scratched SP:Bursting MV:Weary >
e
e

Pontara narrates 'on bashed'

e
* R HP:Scratched SP:Bursting MV:Weary >
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary > Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary >
A Wide Boulevard
[ obvious exits: E W U ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Scratched SP:Bursting MV:Weary >
whe
Players in your Zone
--------------------
Sarinda - A Wide Boulevard
Callan - Caemlyn Stables
Pontara - Caemlyn Stables
Henso - On the Tower
You see signs of enemies nearby.

* R HP:Scratched SP:Bursting MV:Weary >
emb
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Bursting MV:Weary >
e
e
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

e
* R HP:Scratched SP:Bursting MV:Weary >
s
Eastern End of a Wide Boulevard
[ obvious exits: E W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A shifty looking fellow patrols the streets picking up discarded belongings.

* R HP:Scratched SP:Bursting MV:Weary >
Inside the Eastern Gate of Caemlyn
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door east: Eastgate
A draft horse is here, being ridden by you.
A young woman walks by.

s
* R HP:Scratched SP:Bursting MV:Weary >
s
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A young woman walks by.

* R HP:Scratched SP:Bursting MV:Weary >
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: brokendoor
A draft horse is here, being ridden by you.
A man meanders here, quietly speaking to himself.

* R HP:Scratched SP:Bursting MV:Weary > An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: ornatedoor
A draft horse is here, being ridden by you.
An immaculately clad doorman awaits clientele here.

* R HP:Scratched SP:Bursting MV:Weary >
s
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A ragged looking man asks for spare coins.

w
* R HP:Scratched SP:Bursting MV:Weary >
w
The Southern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

p
channel 'ice spikes' h.dark
* R HP:Scratched SP:Bursting MV:Weary > The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
*Vittak* is standing here.
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A shifty looking fellow patrols the streets picking up discarded belongings.

* R HP:Scratched SP:Bursting MV:Weary >
You begin to weave the appropriate flows...
Callan has arrived from the north, riding a warhorse.

*Vittak* leaves north. ^^
-=+*

A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'
*+=- -=
*Vittak* has arrived from the north.
*Vittak* leaves north. ^^
Your target is no longer here!

* R HP:Scratched SP:Bursting MV:Weary >
1
k dark
A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'
The Caemlyn cityguard stops using a mirrored lantern.
A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'
The Caemlyn cityguard has arrived from the west.
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
1
k dark

*Shzrei* has arrived from the north.
Callan blasts *Shzrei*'s body hard.
*Shzrei* panics, and attempts to flee!

1
k dark
* R HP:Scratched SP:Bursting MV:Weary > You strike *Shzrei*'s left arm.

* R HP:Scratched SP:Bursting MV:Weary - Callan: Beaten - Shzrei: Battered >
You do the best you can!

* R HP:Scratched SP:Bursting MV:Weary - Callan: Beaten - Shzrei: Battered >
is
channel 'ice spikes'

*Shzrei* leaves north. ^^

* R HP:Scratched SP:Bursting MV:Weary > Who or what should the weave be cast
upon?

* R HP:Scratched SP:Bursting MV:Weary >

A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'

* R HP:Scratched SP:Bursting MV:Weary >
1
k dark
They aren't here.

1
k dark
* R HP:Scratched SP:Bursting MV:Weary >
1
k dark

Callan leaves north riding a warhorse. ^^

* R HP:Scratched SP:Bursting MV:Weary >
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
1
k dark
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
They aren't here.

1
k dark
* R HP:Scratched SP:Bursting MV:Weary >

A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'

* R HP:Scratched SP:Bursting MV:Weary >
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
1
k dark
*Shzrei* has arrived from the north.
*Shzrei* leaves east. >>
They aren't here.

1
k dark
* R HP:Scratched SP:Bursting MV:Weary >
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
not
1
k dark
You start paying increased attention to your surroundings.

* R HP:Scratched SP:Bursting MV:Weary > They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
e
1
k dark
The Southern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Weary > A horsetrader bellows 'Darkfriend Vittak is attacking me!!
Guards!'
They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >
e
1
k dark
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A ragged looking man asks for spare coins.

* R HP:Scratched SP:Bursting MV:Weary > They aren't here.

* R HP:Scratched SP:Bursting MV:Weary >

A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'

* R HP:Scratched SP:Bursting MV:Weary >
n
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: ornatedoor
A draft horse is here, being ridden by you.
An immaculately clad doorman awaits clientele here.

* R HP:Scratched SP:Bursting MV:Weary >
dh
diagnose draft
A draft horse is in excellent condition.
A draft horse is winded.
Callan narrates 'bashed'

dh
diagnose draft
* R HP:Scratched SP:Bursting MV:Weary >
A draft horse is in excellent condition.
A draft horse is winded.

* R HP:Scratched SP:Bursting MV:Weary >
n
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: brokendoor
A draft horse is here, being ridden by you.
A man meanders here, quietly speaking to himself.

s
* R HP:Scratched SP:Bursting MV:Weary >
s
An Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
Door west: ornatedoor
A draft horse is here, being ridden by you.
An immaculately clad doorman awaits clientele here.

w
* R HP:Scratched SP:Bursting MV:Weary >
w
Bend in the Outer Road
[ obvious exits: N S W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A ragged looking man asks for spare coins.

* R HP:Scratched SP:Bursting MV:Weary >
The Southern Road
[ obvious exits: E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Haggard >
dism
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A shifty looking fellow patrols the streets picking up discarded belongings.

* R HP:Scratched SP:Bursting MV:Haggard >
n

A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'

* R HP:Scratched SP:Bursting MV:Haggard >
p
channel 'ice spikes' h.dark
You stop riding him. -- I have no idea why I did this? I think I'm used to playing in dodge and know that dismounting in a LS city is relatively safer and a viable tactic to decrease bash landing rate. I'm in dung DB right now and Weary/Haggard MVs, so this seems silly in hindsight.

* HP:Scratched SP:Bursting MV:Haggard >
Caemlyn Stables
[ obvious exits: S ]
Zone: Outer Caemlyn
An iron lantern hangs from the wall above the gate.
Pontara De'Boise |Lion Warden| Ombudsman is here, fighting Vittak.
Callan the Enforcer is here, fighting Vittak, riding a warhorse.
*Vittak* is sitting here.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A man walks among the horses here feeding them and rubbing them down.
A horsetrader is here, fighting Vittak.
Surrounded by leather and metal, a saddler works here.

* HP:Scratched SP:Bursting MV:Haggard >
You begin to weave the appropriate flows...
-=+*
A horsetrader bellows 'Darkfriend Vittak is attacking me!! Guards!'
*+
*Vittak* panics, and attempts to flee!
=
Pontara blasts *Vittak*'s right leg hard.
A horsetrader tickles Vittak's body with his slash.
- -
*Vittak* leaves south. vv
=
Your target is no longer here!

* HP:Scratched SP:Bursting MV:Haggard >
s
1
k dark
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here.
A stout looking guard is here, walking the streets of Caemlyn.
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A shifty looking fellow patrols the streets picking up discarded belongings.

p
channel 'ice spikes' h.dark
* HP:Scratched SP:Bursting MV:Haggard >
Pontara has arrived from the north.
They aren't here.
Callan has arrived from the north, riding a warhorse.

* HP:Scratched SP:Bursting MV:Haggard > Nobody here by that name.


(tic_timer): Tic in 7 seconds!
* HP:Scratched SP:Bursting MV:Haggard >

Callan leaves west riding a warhorse. <<

* HP:Scratched SP:Bursting MV:Haggard >
rh
ride draft
You start riding him.

w
* R HP:Scratched SP:Bursting MV:Haggard >
Pontara leaves north. ^^
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A well-trained brute scowls at you.

* R HP:Scratched SP:Bursting MV:Haggard >
not
w
w
You stop paying increased attention to your surroundings.

* R HP:Scratched SP:Bursting MV:Haggard >
Inside the Southern Gate of Caemlyn
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door south: Southgate
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Haggard >
The Southern Road
[ obvious exits: N E W ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A stout looking Caemlyn guard is posted here.

* R HP:Scratched SP:Bursting MV:Haggard >
n

Callan narrates 'jump'

dh
diagnose draft
* R HP:Scratched SP:Bursting MV:Haggard >
Path Through the Outer City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Scratched SP:Bursting MV:Haggard > A draft horse is in excellent condition.
A draft horse is weary.

* R HP:Scratched SP:Bursting MV:Haggard >
n
n
Winding Path Through the City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A young woman walks by.
A hunter from Illian searches for the fabled Horn of Valere.
A shifty looking fellow patrols the streets picking up discarded belongings.

e
* R HP:Healthy SP:Full MV:Weary >
s
A Wide Boulevard
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Full MV:Weary >
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Full MV:Weary >
Caemlyn Central Square
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* R HP:Healthy SP:Full MV:Weary >
narr bah
You narrate 'bah'

* R HP:Healthy SP:Full MV:Weary >
narr like 1 pulse too slow on spikes
You narrate 'like 1 pulse too slow on spikes'
Callan narrates 'torlig beat'

* R HP:Healthy SP:Full MV:Weary >
whe
Players in your Zone
--------------------
Callan - Bend in the Outer Road
Sarinda - Caemlyn Central Square
Pontara - The Southern Road
Henso - On the Tower
You see signs of enemies nearby.

* R HP:Healthy SP:Full MV:Weary >
rel
Ok.

* R HP:Healthy SP:Full MV:Weary >

Callan narrates 'wasnt out'

* R HP:Healthy SP:Full MV:Weary >
n
e
u
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Full MV:Weary >
A Wide Boulevard
[ obvious exits: E W U ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Weary >
Skywalk over the Inner City
[ obvious exits: N D ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Full MV:Weary >
n
Skywalk over the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

whe
* R HP:Healthy SP:Full MV:Weary >
Players in your Zone
--------------------
Pontara - Middle of a Wide Boulevard
Sarinda - Skywalk over the Inner City
Callan - Bend in the Outer Road
You see signs of enemies nearby.

* R HP:Healthy SP:Full MV:Weary >

Pontara has arrived from the south.

* R HP:Healthy SP:Full MV:Weary >
Pontara leaves north. ^^

* R HP:Healthy SP:Full MV:Weary >
narr still zone
You narrate 'still zone'

not
* R HP:Healthy SP:Full MV:Weary >
l
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Full MV:Weary >
Skywalk over the Inner City
You are on the middle of a marble skywalk which runs the breadth of the Inner
City. You are afforded a marvelous view of the entirety of Caemlyn from here.
The throngs of people below you are staggering in their sheer noise and volume.
The walkway continues to the north and south.
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Full MV:Weary >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Full MV:Weary >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Full MV:Weary >
No-one by that name here.

* R HP:Healthy SP:Full MV:Weary >
whe
Players in your Zone
--------------------
Pontara - Bend in the Outer Road
Henso - An Outer Road
Callan - Inside the Western Gate of Caemlyn
Sarinda - Skywalk over the Inner City

* R HP:Healthy SP:Full MV:Weary >
whe
Players in your Zone
--------------------
Pontara - Inside the Western Gate of Caemlyn
Henso - Inside the Eastern Gate of Caemlyn
Callan - Inside the Western Gate of Caemlyn
Sarinda - Skywalk over the Inner City

* R HP:Healthy SP:Full MV:Weary >
narr gone
You narrate 'gone'

whe
* R HP:Healthy SP:Full MV:Weary >
Players in your Zone
--------------------
Callan - Bend in the Outer Road
Pontara - Inside the Western Gate of Caemlyn
Henso - Inside the Eastern Gate of Caemlyn
Sarinda - Skywalk over the Inner City

* R HP:Healthy SP:Full MV:Weary >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Full MV:Weary >
No-one by that name here.

whe
* R HP:Healthy SP:Full MV:Weary >
Players in your Zone
--------------------
Pontara - First National Bank of Andor
Callan - An Outer Road
Henso - The Tarnished Shield Armory
Sarinda - Skywalk over the Inner City

* R HP:Healthy SP:Full MV:Weary >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Full MV:Weary >
not
n
You stop paying increased attention to your surroundings.

d
* R HP:Healthy SP:Full MV:Weary >
Skywalk over the Inner City
[ obvious exits: S D ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* R HP:Healthy SP:Full MV:Weary >
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Full MV:Weary >
u
Skywalk over the Inner City
[ obvious exits: S D ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* R HP:Healthy SP:Full MV:Weary >

Pontara narrates 'seen a horse anyone?'

* R HP:Healthy SP:Full MV:Weary >
whe
Players in your Zone
--------------------
Pontara - Caemlyn Central Square
Sarinda - Skywalk over the Inner City
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Full MV:Weary >

Callan narrates 'w'

* R HP:Healthy SP:Full MV:Weary >

The Caemlyn city alarm sounds loudly in the distance.

* R HP:Healthy SP:Full MV:Weary >

Pontara has arrived from the south.

* R HP:Healthy SP:Full MV:Weary >
narr Just this draft horse from south of city
whe
You narrate 'Just this draft horse from south of city'

* R HP:Healthy SP:Full MV:Weary > Players in your Zone
--------------------
Pontara - Skywalk over the Inner City
Sarinda - Skywalk over the Inner City
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Full MV:Weary >

(tic_timer): Tic in 7 seconds!
rest
You sit down and rest your tired bones.

not
* R HP:Healthy SP:Full MV:Weary >
whe
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Winded > Players in your Zone
--------------------
Pontara - Skywalk over the Inner City
Sarinda - Skywalk over the Inner City
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Bursting MV:Winded >

Pontara nods in agreement.

* R HP:Healthy SP:Bursting MV:Winded >
sc
You have 271(271) hit and 46(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Bursting MV:Winded >
l
Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
Zone: Outer Caemlyn
Pontara De'Boise |Lion Warden| Ombudsman is standing here.
A draft horse is here, being ridden by you.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Winded >
say I can refresh
You say 'I can refresh'

* R HP:Healthy SP:Bursting MV:Winded >
sta
You stop resting, and stand up.

* R HP:Healthy SP:Bursting MV:Winded >
beckon
You beckon everyone to follow you.

* R HP:Healthy SP:Bursting MV:Winded >

Pontara starts following you.

* R HP:Healthy SP:Bursting MV:Winded >
emb
ref
channel 'refresh'
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Winded > You begin to weave the appropriate
flows...
-=+**+=- -=+**+=-
Ok.
You channel flows of Spirit, and refresh those around you. -- There's a lull in combat and I know that providing some brief Healing and support will reap dividends, and I'm at Bursting SPs, so this kind of thing makes a lot of sense to me.
rel

* R HP:Healthy SP:Strong MV:Winded >
a
diagnose h.dark
Ok.

* R HP:Healthy SP:Strong MV:Winded > No-one by that name here.

* R HP:Healthy SP:Strong MV:Winded >
a
diagnose h.dark

Pontara says 'thx'

* R HP:Healthy SP:Strong MV:Winded >
whe
No-one by that name here.

* R HP:Healthy SP:Strong MV:Winded >
Players in your Zone
--------------------
Pontara - Skywalk over the Inner City
Sarinda - Skywalk over the Inner City
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Strong MV:Winded >
rel
You aren't in touch with saidar to release anything.

nod
* R HP:Healthy SP:Strong MV:Winded >
You nod in agreement.

* R HP:Healthy SP:Strong MV:Winded >
rest
You sit down and rest your tired bones.

* R HP:Healthy SP:Strong MV:Winded >
not
You start paying increased attention to your surroundings.

whe
* R HP:Healthy SP:Strong MV:Winded >
Players in your Zone
--------------------
Pontara - Skywalk over the Inner City
Sarinda - Skywalk over the Inner City
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Strong MV:Winded >
rel
You aren't in touch with saidar to release anything.

sc
* R HP:Healthy SP:Strong MV:Winded >
You have 271(271) hit and 46(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Strong MV:Winded >

Captain Fanico of the Queen's Guard leaves down. dd
An armored man leaves down. dd
An armored man leaves down. dd
An armored man leaves down. dd

* R HP:Healthy SP:Strong MV:Winded >
sta

Pontara says 'This isn't a nohide room.'

* R HP:Healthy SP:Strong MV:Winded > You stop resting, and stand up.

* R HP:Healthy SP:Strong MV:Winded >
d
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
Pontara has arrived from above.

* R HP:Healthy SP:Strong MV:Winded >
say I know
You say 'I know'

* R HP:Healthy SP:Strong MV:Winded >

Pontara stops following you.

* R HP:Healthy SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Pontara - The Northern Road
Sarinda - The Northern Road
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Strong MV:Winded >

Pontara says 'k'

* R HP:Healthy SP:Strong MV:Winded >
rest
The Caemlyn cityguard stops using a lantern.
The Caemlyn city alarm sounds loudly in the distance.
You sit down and rest your tired bones.

not
* R HP:Healthy SP:Strong MV:Winded >
whe
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Strong MV:Winded >
Pontara leaves east. >>
Players in your Zone
--------------------
Pontara - The Northern Road
Sarinda - The Northern Road
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Strong MV:Winded >

Callan narrates 'one in rollie'

* R HP:Healthy SP:Strong MV:Winded >
tell pontara I have zone sense
You tell Pontara 'I have zone sense'

* R HP:Healthy SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - The Northern Road
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Strong MV:Winded >

The Caemlyn cityguard leaves up. uu

* R HP:Healthy SP:Strong MV:Winded >
sc
You have 271(271) hit and 45(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Strong MV:Winded >
l

(tic_timer): Tic in 7 seconds!
The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.

* R HP:Healthy SP:Strong MV:Winded >

Pontara tells you 'of course... heh'

* R HP:Healthy SP:Strong MV:Winded >
narr Anyone see any spare dodge gear lying on the ground? heh
You narrate 'Anyone see any spare dodge gear lying on the ground? heh' -- After how many of us died on Tremalking, I was hoping the abs trollocs might have thrown some of this away. Wishful thinking.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - The Northern Road
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Bursting MV:Tiring >
sc
You have 271(271) hit and 65(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - The Northern Road
Henso - The Tarnished Shield Armory

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose draft
A draft horse is in excellent condition.
A draft horse is fresh.

* R HP:Healthy SP:Bursting MV:Tiring >
rel
a
diagnose h.dark
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Bursting MV:Tiring > No-one by that name here.

* R HP:Healthy SP:Bursting MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Tiring >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Bursting MV:Tiring >
lip
look in pack
backpack (used) :
a water skin
a dagger
a lantern

* R HP:Healthy SP:Bursting MV:Tiring >
save
Saving Sarinda.

* R HP:Healthy SP:Bursting MV:Tiring >
sta
You stop resting, and stand up.

* R HP:Healthy SP:Bursting MV:Tiring >
rem staff
You stop using a honed staff of light metal.

* R HP:Healthy SP:Bursting MV:Tiring >
draw
You don't seem to have a sheathed weapon.

* R HP:Healthy SP:Bursting MV:Tiring >
get dagger pack
You get a dagger from a backpack.

* R HP:Healthy SP:Bursting MV:Tiring >
wi dagger
she
You wield a dagger.

* R HP:Healthy SP:Bursting MV:Tiring >
You don't seem to be wearing a proper sheath.

* R HP:Healthy SP:Bursting MV:Tiring >
wi staff
You're already wielding a weapon.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Henso - Middle of a Wide Boulevard
Pontara - Caemlyn Central Square
Sarinda - The Northern Road

* R HP:Healthy SP:Bursting MV:Tiring >
rem dagger
You stop using a dagger.

* R HP:Healthy SP:Bursting MV:Tiring >
wi staff
You wield a honed staff of light metal with both hands.

* R HP:Healthy SP:Bursting MV:Tiring >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Bursting MV:Tiring >
rest
You sit down and rest your tired bones.

* R HP:Healthy SP:Bursting MV:Tiring >
sc
You have 271(271) hit and 65(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Bursting MV:Tiring >
not
whe
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Henso - Caemlyn Central Square
Pontara - Caemlyn Central Square
Sarinda - The Northern Road

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose draft
A draft horse is in excellent condition.
A draft horse is fresh.

* R HP:Healthy SP:Bursting MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Bursting MV:Tiring >
not
You stop paying increased attention to your surroundings.

sta
* R HP:Healthy SP:Bursting MV:Tiring >
You stop resting, and stand up.

* R HP:Healthy SP:Bursting MV:Tiring >
u
Skywalk over the Inner City
[ obvious exits: S D ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

s
* R HP:Healthy SP:Bursting MV:Tiring >
s
d
Skywalk over the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
w
Skywalk over the Inner City
[ obvious exits: N D ]
Zone: Outer Caemlyn
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
A Wide Boulevard
[ obvious exits: E W U ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Bursting MV:Tiring > Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
Caemlyn Central Square
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
Henso of Illian is standing here.
Pontara De'Boise |Lion Warden| Ombudsman is standing here, riding a dun mare.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

rest
* R HP:Healthy SP:Bursting MV:Tiring >
You sit down and rest your tired bones.

* R HP:Healthy SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Bursting MV:Tiring >

Pontara puts a thin vial of yellow fluid in a backpack.

* R HP:Healthy SP:Bursting MV:Tiring >

A man has arrived from the south.
The sun rises.
(tic_timer): Tic length updated to: 60.621 seconds.

* R HP:Healthy SP:Bursting MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Bursting MV:Tiring >
drink fountain
You drink the water.
You don't feel thirsty any more.

* R HP:Healthy SP:Bursting MV:Tiring >
who fem
Females
---------
Faith the Tower Accepted [White Tower]
Sarinda the Sister [Red Ajah]
Cera the Tower Accepted [White Tower] (Linkless) (Idle)

3 players displayed.

* R HP:Healthy SP:Bursting MV:Tiring >
who male
Males
---------
Alundora the Explorer [Forester]
Henso of Illian
~ Aureus the Servant of the Dark [Watchers]
Tadrada Adachi [Ever Victorious Army] WANTED
Pontara De'Boise |Lion Warden| Ombudsman
Callan the Enforcer [Civil Watch]
Forley of Altara

7 players displayed. -- Checking who list to see which other PKers might be available to assist.

* R HP:Healthy SP:Bursting MV:Tiring >

Henso waves.

* R HP:Healthy SP:Bursting MV:Tiring >

Pontara leaves north riding a dun mare. ^^

* R HP:Healthy SP:Bursting MV:Tiring >
sc
You have 271(271) hit and 86(123) movement points.
You have scored 107249114 experience points and 358 quest points.
You need 1250886 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Bursting MV:Tiring >
l
Caemlyn Central Square
You are in a large stone square, right in the middle of Caemlyn's outer
city. You see a wide boulevard to the north, and the path to the inner
city. There are a number of shops around you. The density of the population
is really quite incredible. It's almost impossible to relax as you are
being constantly bumped and jostled. From here you can really get a good
view of the outer city, and this just makes you appreciate the older inner
city all the more. A large banner hangs nearby, depicting a map of
Caemlyn's outer city.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A draft horse is here, being ridden by you.
Henso of Illian is standing here.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Caemlyn Central Square
Henso - Caemlyn Central Square

* R HP:Healthy SP:Bursting MV:Tiring >

A man leaves west. <<
Pontara narrates 'I'm sure it's clear, but check zone in palace?'

* R HP:Healthy SP:Bursting MV:Tiring >
narr Callan, you still looking for them?
You narrate 'Callan, you still looking for them?'

* R HP:Healthy SP:Bursting MV:Tiring >
sta
You stop resting, and stand up.

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
n
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring > Road to the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn
Door north: OriganGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Tiring >
whe
Inside the Origan Gate
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door south: OriganGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* R HP:Healthy SP:Bursting MV:Tiring >
Players in your Zone
--------------------
Sarinda - Inside the Origan Gate
Pontara - A Grand Conference Room

* R HP:Healthy SP:Bursting MV:Tiring >
n
n
Road to the Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

n
* R HP:Healthy SP:Bursting MV:Tiring >
Road to the Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A figure stands here, ready to collect unwanted things.

* R HP:Healthy SP:Bursting MV:Tiring > Oval Plaza Outside the Royal Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: portcullis
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here, being ridden by you.
A dun mare is here, snorting angrily.

* R HP:Healthy SP:Bursting MV:Tiring >
dism
n
You stop riding him.

* HP:Healthy SP:Bursting MV:Tiring >
whe
Inside the Palace Gate
[ obvious exits: E S W ]
Zone: Inner Caemlyn
Door south: portcullis
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

* HP:Healthy SP:Bursting MV:Tiring > Players in your Zone
--------------------
Pontara - The Throne Room
Sarinda - Inside the Palace Gate

* HP:Healthy SP:Bursting MV:Tiring >

Callan narrates 'they braem'

* HP:Healthy SP:Bursting MV:Tiring >
narr all clear
You narrate 'all clear'

* HP:Healthy SP:Bursting MV:Tiring >

Pontara narrates 'thx'

* HP:Healthy SP:Bursting MV:Tiring >
narr inside the city and palace
You narrate 'inside the city and palace'

* HP:Healthy SP:Bursting MV:Tiring >
whe
Players in your Zone
--------------------
Pontara - North-West Corner of the Courtyard
Sarinda - Inside the Palace Gate

* HP:Healthy SP:Bursting MV:Tiring >
s
rh
ride draft
Oval Plaza Outside the Royal Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: portcullis
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A draft horse is here.
A dun mare is here, snorting angrily.

* HP:Healthy SP:Bursting MV:Tiring >
You start riding him.

* R HP:Healthy SP:Bursting MV:Tiring >

Callan narrates 'dont have hps for em solo'

* R HP:Healthy SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
dism
You stop riding him.

* HP:Healthy SP:Bursting MV:Tiring >
ride dun
Horse is set as: dun.
ride dun
You start riding her.

* R HP:Healthy SP:Bursting MV:Tiring >
lkh
look dun
The horse is a dun mare, with a shiny coat and prancing step. There
are scars on her flanks, and she looks feisty and of a vile temper.

A dun mare is in excellent condition.

* R HP:Healthy SP:Bursting MV:Tiring >
s
dh
diagnose dun
The day has begun.
(tic_timer): Tic length updated to: 60.585 seconds.
Road to the Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A figure stands here, ready to collect unwanted things.

* R HP:Healthy SP:Bursting MV:Strong > A dun mare is in excellent condition.
A dun mare is full.

* R HP:Healthy SP:Bursting MV:Strong >

Pontara has arrived from the north.

* R HP:Healthy SP:Bursting MV:Strong >
rel
Pontara leaves south. vv
You aren't in touch with saidar to release anything.

cmw
change mood wimpy
* R HP:Healthy SP:Bursting MV:Strong >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Healthy SP:Bursting MV:Strong >
s
s
Road to the Palace
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Strong > Inside the Origan Gate
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door south: OriganGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* R HP:Healthy SP:Bursting MV:Strong >
s
Road to the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn
Door north: OriganGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Strong >
s
s
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Bursting MV:Strong > Caemlyn Central Square
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A rat scurries around trying to get out of sight.
Pontara De'Boise |Lion Warden| Ombudsman is standing here.
Henso of Illian is standing here.
A gleeman is here, playing a lute.
The Caemlyn town crier stands here, spreading the news.

* R HP:Healthy SP:Bursting MV:Strong >
rest
You sit down and rest your tired bones.

sta
* R HP:Healthy SP:Bursting MV:Strong >
not
You stop resting, and stand up.

kr
kill rat
* R HP:Healthy SP:Bursting MV:Strong >
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Strong >
A rat stops following Pontara.
Pontara blasts a rat's head into bloody fragments!
A rat is mortally wounded, and will die soon, if not aided.
You strike a rat's body into bloody fragments!
A rat is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

* R HP:Healthy SP:Bursting MV:Strong >
not
rest
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Strong >
You sit down and rest your tired bones.

* R HP:Healthy SP:Bursting MV:Strong >
sc
You have 271(271) hit and 104(123) movement points.
You have scored 107249165 experience points and 358 quest points.
You need 1250835 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are resting.

* R HP:Healthy SP:Bursting MV:Strong >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Bursting MV:Strong >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Caemlyn Central Square
Pontara - Caemlyn Central Square
Henso - Caemlyn Central Square

* R HP:Healthy SP:Bursting MV:Strong >
dh
diagnose dun
A dun mare is in excellent condition.
A dun mare is strong.

* R HP:Healthy SP:Bursting MV:Strong >
whois callan
Callan the Enforcer is a level 43 Civil Watch human.


* R HP:Healthy SP:Bursting MV:Strong >
save
Saving Sarinda.

* R HP:Healthy SP:Bursting MV:Strong >
who male
Males
---------
Alundora the Explorer [Forester]
Henso of Illian
~ Aureus the Servant of the Dark [Watchers]
Tadrada Adachi [Ever Victorious Army] WANTED
Pontara De'Boise |Lion Warden| Ombudsman
Callan the Enforcer [Civil Watch]
Forley of Altara

7 players displayed.

* R HP:Healthy SP:Bursting MV:Strong >

(tic_timer): Tic in 7 seconds!

A city lamplighter has arrived from the north.
Callan narrates 'on bittak'

* R HP:Healthy SP:Bursting MV:Fresh >

Callan narrates '2 n caem'

* R HP:Healthy SP:Bursting MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Caemlyn Central Square
Pontara - Caemlyn Central Square
Henso - Caemlyn Central Square

* R HP:Healthy SP:Bursting MV:Fresh >
sta
You stop resting, and stand up.

* R HP:Healthy SP:Bursting MV:Fresh >
n
e
u
Middle of a Wide Boulevard
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Fresh >
A Wide Boulevard
[ obvious exits: E W U ]
Zone: Outer Caemlyn
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A dun mare is here, snorting angrily, being ridden by you.
A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Bursting MV:Fresh >
Skywalk over the Inner City
[ obvious exits: N D ]
Zone: Outer Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Bursting MV:Fresh >
n
n
d
Skywalk over the Inner City
[ obvious exits: N S ]
Zone: Outer Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Bursting MV:Fresh >
w
Skywalk over the Inner City
[ obvious exits: S D ]
Zone: Outer Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
A stout looking guard is here, walking the streets of Caemlyn.

* R HP:Healthy SP:Bursting MV:Fresh >
The Northern Road
[ obvious exits: E W U ]
Zone: Outer Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Bursting MV:Fresh >
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Callan the Enforcer is standing here, riding a warhorse.
A villager woman performs her daily routine.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Bursting MV:Fresh >

Callan leaves north riding a warhorse. ^^

sf callan
Friend set to callan
* R HP:Healthy SP:Bursting MV:Fresh >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
Pontara has arrived from the east.

* R HP:Healthy SP:Bursting MV:Fresh >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >

Pontara leaves north. ^^

* R HP:Healthy SP:Bursting MV:Fresh >

Callan narrates 'weave bittak 1n' -- I don't have much time to waste, so I just went out and threw a quick generic Spikes @ dark to try and capitalize on the bash per narrate.

* R HP:Healthy SP:Bursting MV:Fresh >
emb
n
You feel the flows of saidar coursing through your body.

p
channel 'ice spikes' h.dark
* R HP:Healthy SP:Bursting MV:Fresh >
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.
Pontara De'Boise |Lion Warden| Ombudsman is here, fighting Melkor.
*Melkor* is here, fighting Callan.
Callan the Enforcer is here, fighting Vittak, riding a warhorse.
*Vittak* is sitting here.

* R HP:Healthy SP:Bursting MV:Fresh > You begin to weave the appropriate
flows...
-=+*
*Melkor* cleaves Callan's body.
Callan blasts *Vittak*'s left leg hard.


*Melkor* looks at Pontara.
*+
Pontara sends *Melkor* sprawling with a powerful bash!
=- -=
*Vittak* panics, and attempts to flee!
Ok.
Spikes of solid ice form in your hands, which you launch at *Melkor*.

* R HP:Healthy SP:Full MV:Fresh - Callan: Battered - Vittak: Battered >
p
channel 'ice spikes' h.dark

*Vittak* leaves east. >>

* R HP:Healthy SP:Full MV:Fresh >
Pontara blasts *Melkor*'s left leg hard.
You begin to weave the appropriate flows...
-=+*
ta2 vitak
Second target is set as: vitak*
Pontara narrates 'bashed melk'
+
*Vittak* has arrived from the east.
=
*Vittak* leaves north. ^^
- -
Callan blasts *Melkor*'s body hard.
Pontara blasts *Melkor*'s head.
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Melkor*. -- Would've probably been better against Vittak, but at least this is a quick 150ish damage and Melkor is Battered now too.

* R HP:Healthy SP:Strong MV:Fresh - Callan: Battered - Melkor: Battered >
1
k dark

Callan panics, and attempts to flee!
*Melkor* panics, and attempts to flee!

* R HP:Healthy SP:Strong MV:Fresh - Callan: Battered - Melkor: Battered > You do the best you can!
*Melkor* leaves north. ^^

* R HP:Healthy SP:Strong MV:Fresh >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Fresh >
Callan leaves east riding a warhorse. >>

* R HP:Healthy SP:Strong MV:Fresh >
s
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
A villager woman performs her daily routine.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Strong MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
1
k dark
They aren't here.

1
k dark
* R HP:Healthy SP:Strong MV:Fresh >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Fresh > They aren't here.

* R HP:Healthy SP:Strong MV:Fresh >
1
k dark
They aren't here.

1
k dark
* R HP:Healthy SP:Strong MV:Fresh >
They aren't here.

* R HP:Healthy SP:Strong MV:Fresh >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Fresh >
rel
Ok.

* R HP:Healthy SP:Strong MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
cmw
change mood wimpy
eq
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Healthy SP:Strong MV:Fresh > You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Strong MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
dh
diagnose dun
A dun mare is in excellent condition.
A dun mare is strong.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Fresh >
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Fresh >
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Fresh >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
scan
West: An old man hobbles slowly on his way.

save
* R HP:Healthy SP:Strong MV:Fresh >
cmw
change mood wimpy
Saving Sarinda.

* R HP:Healthy SP:Strong MV:Fresh >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Healthy SP:Strong MV:Fresh >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Strong MV:Fresh >

(tic_timer): Tic in 7 seconds!
stat
Faith has arrived from the north, riding a warhorse.
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.5 lbs and wearing 43.2 lbs, very light. MUD BMI: 0.425.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 77, Parrying bonus: 83. Total Defence: 160
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 59% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR
- LIGHT BALL

* R HP:Healthy SP:Strong MV:Fresh >

Faith leaves north riding a warhorse. ^^

* R HP:Healthy SP:Strong MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Fresh >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Full MV:Fresh >
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Full MV:Fresh >
scan n

* R HP:Healthy SP:Full MV:Fresh >

Pontara has arrived from the north.

* R HP:Healthy SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Pontara - Inside the Northern Gate of Caemlyn
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Full MV:Fresh >
n;whe;s
Pontara narrates 'fanico n gate'
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Full MV:Fresh > Players in your Zone
--------------------
Callan - Bend in the Road
Sarinda - Outside the Northern Gate of Caemlyn

* R HP:Healthy SP:Full MV:Fresh >
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Pontara De'Boise |Lion Warden| Ombudsman is standing here.
A villager woman performs her daily routine.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Fresh >
n
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Full MV:Fresh >

Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Full MV:Fresh >

Faith leaves south riding a warhorse. vv

* R HP:Healthy SP:Full MV:Fresh >
s
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
Pontara De'Boise |Lion Warden| Ombudsman is standing here.
A villager woman performs her daily routine.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
A Defender of the Rose Crown strides by, hand close to his weapon.
Captain Fanico of the Queen's Guard confidently patrols the streets of Caemlyn.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Fresh >

Faith curtseys gracefully.

* R HP:Healthy SP:Full MV:Fresh >

Captain Fanico of the Queen's Guard leaves west. <<
An armored man leaves west. <<
An armored man leaves west. <<
An armored man leaves west. <<

* R HP:Healthy SP:Full MV:Fresh >
smirk

Pontara leaves west. <<

* R HP:Healthy SP:Full MV:Fresh > You smirk.

l
* R HP:Healthy SP:Full MV:Fresh >
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
A villager woman performs her daily routine.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Fresh >
dia faith
Faith is in excellent condition.

* R HP:Healthy SP:Full MV:Fresh >
l faith

A short young woman with auburn hair and a friendly smile.

Faith is in excellent condition.

Faith is using:
<used as light> a lantern
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a Kandori snowflake necklace
<worn about body> a dress with colored bands at the hem
<slung on back> a backpack
<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
<wielded> a yew staff
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* R HP:Healthy SP:Full MV:Fresh >

Faith says 'I saw Melkor but thats all'

* R HP:Healthy SP:Full MV:Fresh >

Pontara has arrived from the west.

* R HP:Healthy SP:Full MV:Fresh >
nod
You nod in agreement.

* R HP:Healthy SP:Full MV:Fresh >
rel
Pontara leaves east. >>
Ok.

* R HP:Healthy SP:Full MV:Fresh >
ta2 vittak
Second target is set as: vittak
w2
whois vittak
Vittak the Grotesque Torturer is a level 51 Dhai'mon trolloc.


* R HP:Healthy SP:Full MV:Fresh >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Full MV:Fresh >
l
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
A villager woman performs her daily routine.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Fresh >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Full MV:Fresh >
sa Faith, do you have Locate Object?
whe
You say 'Faith, do you have Locate Object?'

* R HP:Healthy SP:Full MV:Fresh >
Players in your Zone
--------------------
Pontara - Caemlyn Stables
Henso - A Traveller's Shop
Sarinda - Inside the Northern Gate of Caemlyn
Faith - Inside the Northern Gate of Caemlyn

* R HP:Healthy SP:Full MV:Fresh >

Faith nods in agreement.

* R HP:Healthy SP:Full MV:Fresh >

(tic_timer): Tic in 7 seconds!

Faith sits down and rests.

* R HP:Healthy SP:Full MV:Fresh >
say Please locate dodgeeq, if it pleases the Light.
whe
You say 'Please locate dodgeeq, if it pleases the Light.' -- Still wishful thinking.

* R HP:Healthy SP:Full MV:Fresh > Players in your Zone
--------------------
Pontara - A Wide Boulevard
Henso - A Traveller's Shop
Sarinda - Inside the Northern Gate of Caemlyn
Faith - Inside the Northern Gate of Caemlyn

* R HP:Healthy SP:Full MV:Fresh >
not
You start paying increased attention to your surroundings.

l
* R HP:Healthy SP:Full MV:Fresh >
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is resting here, riding a warhorse.
A villager woman performs her daily routine.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Full MV:Fresh >

Faith nods in agreement.

* R HP:Healthy SP:Bursting MV:Fresh >
Faith stops resting, and clambers on her feet.

* R HP:Healthy SP:Bursting MV:Fresh >

The ratter bellows 'Paying out for scalps of the shadow at The Kitchen.'

* R HP:Healthy SP:Bursting MV:Fresh >

You sense Faith connecting to the True Source.

* R HP:Healthy SP:Bursting MV:Fresh >
say Seeing if they dropped any
You say 'Seeing if they dropped any'

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark

You sense Faith is channeling saidar.

* R HP:Healthy SP:Bursting MV:Fresh > No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark
1
k dark
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh > They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark

Callan narrates 'trolig pat'

1
k dark
* R HP:Healthy SP:Bursting MV:Fresh > They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark
They aren't here.

1
k dark
* R HP:Healthy SP:Bursting MV:Fresh >
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark
They aren't here.

1
k dark
* R HP:Healthy SP:Bursting MV:Fresh >
Callan narrates 'on pat'

* R HP:Healthy SP:Bursting MV:Fresh >
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
1
k dark

Faith shakes her head.

* R HP:Healthy SP:Bursting MV:Fresh >
They aren't here.

* R HP:Healthy SP:Bursting MV:Fresh >
snap
*SNAP*

* R HP:Healthy SP:Bursting MV:Fresh >
rel

Faith says 'they did not'

* R HP:Healthy SP:Bursting MV:Fresh > You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Bursting MV:Fresh >
whe
Players in your Zone
--------------------
Henso - First National Bank of Andor
Sarinda - Inside the Northern Gate of Caemlyn
Faith - Inside the Northern Gate of Caemlyn

* R HP:Healthy SP:Bursting MV:Fresh >
say I am rather ineffective with this equipment.
eq
You say 'I am rather ineffective with this equipment.'

* R HP:Healthy SP:Bursting MV:Fresh > You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Bursting MV:Fresh >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.5 lbs and wearing 43.2 lbs, very light. MUD BMI: 0.425.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 77, Parrying bonus: 83. Total Defence: 160
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 59% on average.

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

* R HP:Healthy SP:Bursting MV:Fresh >

Callan narrates 'hit?'

* R HP:Healthy SP:Bursting MV:Fresh >

Faith says 'or at least it filled up with stuff carried by humans'

* R HP:Healthy SP:Bursting MV:Fresh >

Callan has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Fresh >
df
diagnose callan
Callan looks pretty hurt.

* R HP:Healthy SP:Bursting MV:Fresh >
accept Callan
say Will you accept Healing, Callan?
a
diagnose h.dark
You say 'Will you accept Healing, Callan?'


(tic_timer): Tic in 7 seconds!
* R HP:Healthy SP:Bursting MV:Fresh >
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Bursting MV:Fresh >
emb

Faith looks at you.

* R HP:Healthy SP:Bursting MV:Fresh >
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Fresh >

Pontara narrates 'I'm hagg'

* R HP:Healthy SP:Bursting MV:Fresh >

Callan says 'couple plz'

* R HP:Healthy SP:Bursting MV:Fresh >
cswf
channel 'cure serious wounds' callan
You begin to weave the appropriate flows...
-=+**+=- -=+*
You sense Faith connecting to the True Source.
Ok.
You channel flows of Air and Spirit into Callan, healing him.
diagnose Callan

* R HP:Healthy SP:Full MV:Fresh >

You sense Faith is channeling saidar.

* R HP:Healthy SP:Full MV:Fresh > Callan looks pretty hurt.

* R HP:Healthy SP:Full MV:Fresh >

Callan narrates 'torlig 1n'

* R HP:Healthy SP:Full MV:Fresh >

Faith gestures briefly at Faith, who now appears more impressive somehow.

* R HP:Healthy SP:Full MV:Fresh >
say Spam for them please
You say 'Spam for them please'

11
k h.dark
* R HP:Healthy SP:Full MV:Fresh >
They aren't here.

* R HP:Healthy SP:Full MV:Full >
whe
Players in your Zone
--------------------
Callan - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square
Sarinda - Inside the Northern Gate of Caemlyn
Faith - Inside the Northern Gate of Caemlyn

* R HP:Healthy SP:Full MV:Full >
cswf
channel 'cure serious wounds' callan
You begin to weave the appropriate flows...
-=+**+
Callan narrates 'come weave'
=- -=
Callan narrates 'i bash'
+*
Ok.
You channel flows of Air and Spirit into Callan, healing him.
diagnose Callan

* R HP:Healthy SP:Strong MV:Full >
Faith nods in agreement.
Callan has some big nasty wounds and scratches.

* R HP:Healthy SP:Strong MV:Full >
sc
You have 271(271) hit, 135(156) saidar and 122(123) movement points.
You have scored 107254335 experience points and 358 quest points.
You need 1245665 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* R HP:Healthy SP:Strong MV:Full >

Callan leaves north riding a warhorse. ^^

* R HP:Healthy SP:Strong MV:Full >
weath
The temperature is about 35 degrees.
The sky is cloudless, and a fair wind comes from the north.

* R HP:Healthy SP:Strong MV:Full >

A villager woman leaves west. <<
An old man has arrived from the west.

* R HP:Healthy SP:Strong MV:Full >
n;p
channel 'ice spikes' h.dark
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.
Callan narrates 'nv'

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
s
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
An old man hobbles slowly on his way.
Faith the Tower Accepted is standing here, riding a warhorse.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Strong MV:Full >
Faith leaves north riding a warhorse. ^^

* R HP:Healthy SP:Strong MV:Full >

The Northgate closes quietly.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Pontara - A Wide Boulevard
Sarinda - Inside the Northern Gate of Caemlyn
Callan - Caemlyn Coach Stop
Henso - Caemlyn Central Square
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >
call

Pontara has arrived from the east, riding a draft horse.

* R HP:Healthy SP:Strong MV:Full > You call for the Northgate to be opened.
The Caemlyn gatekeeper opens the Northgate.

* R HP:Healthy SP:Strong MV:Full >

A villager woman has arrived from the west.

narr they in
* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
You narrate 'they in'

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Pontara - Inside the Northern Gate of Caemlyn
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Full >
narr gone zone now
You narrate 'gone zone now'

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Callan - An Outer Road
Pontara - Inside the Northern Gate of Caemlyn
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Full >

Faith narrates 'on'

* R HP:Healthy SP:Strong MV:Full >
call
You don't see a closed gate.

* R HP:Healthy SP:Strong MV:Full >
call
You don't see a closed gate.

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Callan - The Northern Road
Pontara - Inside the Northern Gate of Caemlyn
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >

Callan has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >

Pontara starts following you.

* R HP:Healthy SP:Strong MV:Full >

Pontara says 'fresh?'

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Callan - Inside the Northern Gate of Caemlyn
Pontara - Inside the Northern Gate of Caemlyn
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Full >
say spam
emb
You say 'spam'

* R HP:Healthy SP:Strong MV:Full >
You are already in touch with saidar, can't you feel it?

* R HP:Healthy SP:Strong MV:Full >
ref
channel 'refresh'
You begin to weave the appropriate flows...
-=+*

Faith narrates '1n'
*
Pontara nods in agreement.
+
Callan narrates 'flee faith'
=- -=
Callan leaves north riding a warhorse. ^^
+**+=-
Ok.
You channel flows of Spirit, and refresh those around you.
rel

* R HP:Healthy SP:Strong MV:Full >
Ok.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

sc
* R HP:Healthy SP:Strong MV:Full >
You have 271(271) hit and 120(123) movement points.
You have scored 107254335 experience points and 358 quest points.
You need 1245665 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* R HP:Healthy SP:Strong MV:Full >

Pontara stops following you.


(tic_timer): Tic in 7 seconds!
rel
* R HP:Healthy SP:Strong MV:Full >
Pontara leaves north riding a draft horse. ^^
You aren't in touch with saidar to release anything.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.
Callan narrates 'bashed'

* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Strong MV:Full >

Faith narrates 'was winning'
Callan narrates 'weave'

n
* R HP:Healthy SP:Strong MV:Full >
p
channel 'ice spikes' h.dark
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.
Callan the Enforcer is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Fresh >
Callan leaves east riding a warhorse. >>

* R HP:Healthy SP:Strong MV:Fresh >
n;p
channel 'ice spikes' h.dark
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Faith has arrived from the north, riding a
warhorse.
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >

Faith leaves south riding a warhorse. vv

e
* R HP:Healthy SP:Strong MV:Full >
Braem Wood off the Road
[ obvious exits: N E W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
w
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
*Melkor* is standing here.
*Melkor* leaves east. >>

s
* R HP:Healthy SP:Strong MV:Full >
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.
Callan has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s

Faith leaves north riding a warhorse. ^^

* R HP:Healthy SP:Strong MV:Full > Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
A villager woman performs her daily routine.
An old man hobbles slowly on his way.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
stat
You are a 362 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.5 lbs and wearing 43.2 lbs, very light. MUD BMI: 0.425.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 77, Parrying bonus: 83. Total Defence: 160
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Seanchan Empire
Your armor absorbs about 59% on average.

You are subjected to the following effects:
- SOURCE
- NOTICE
- NO QUIT
- ARMOR
- LIGHT BALL

* R HP:Healthy SP:Strong MV:Full >
l
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
A villager woman performs her daily routine.
An old man hobbles slowly on his way.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

rel
* R HP:Healthy SP:Strong MV:Full >
Ok.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark

Callan narrates 'are braem'

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

An old man leaves west. <<

eq
* R HP:Healthy SP:Strong MV:Full >
Pontara narrates 'trying to lewer us into braem ungrouped.'

* R HP:Healthy SP:Strong MV:Full >
cmw
change mood wimpy
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps

* R HP:Healthy SP:Strong MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Faith narrates 'got off 3 or 4 spikes on them that time'

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Full >
save
Saving Sarinda.

sc
* R HP:Healthy SP:Strong MV:Full >
You have 271(271) hit and 118(123) movement points.
You have scored 107254335 experience points and 358 quest points.
You need 1245665 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* R HP:Healthy SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Full >

Callan narrates 'on '

* R HP:Healthy SP:Strong MV:Full >
scan n

emb
* R HP:Healthy SP:Strong MV:Full >
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Strong MV:Full >
call
You don't see a closed gate.

* R HP:Healthy SP:Strong MV:Full >
n;p
channel 'ice spikes' h.dark
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
n;p
channel 'ice spikes' h.dark
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >

(tic_timer): Tic in 7 seconds!
n;p
channel 'ice spikes' h.dark
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Callan the Enforcer is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.
Callan leaves south riding a warhorse. vv

* R HP:Healthy SP:Strong MV:Full >

Faith has arrived from the north, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s

Faith leaves east riding a warhorse. >>

* R HP:Healthy SP:Strong MV:Full >
s
s
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.
Callan the Enforcer is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
A villager woman performs her daily routine.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

* R HP:Healthy SP:Strong MV:Full >
weath
The temperature is about 35 degrees.
The sky is cloudless, and a strong wind comes from the north.

* R HP:Healthy SP:Strong MV:Full >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
df
diagnose callan
No-one by that name here.

* R HP:Healthy SP:Strong MV:Fresh >
rel
Ok.

* R HP:Healthy SP:Strong MV:Fresh >
eq
You are using:
<worn on head> a padded leather helmet
<worn on body> a grimy leather shirt
<slung on back> a backpack
<worn on arms> a set of bulky leather shoulderpads
<worn on hands> thick, stained, and oily workgloves
<wielded two-handed> a honed staff of light metal
<worn on legs> a pair of dirty leather trousers with chainmail kneecaps
<worn on feet> two very used boots with steel toe caps
Callan narrates 'check pat e caem?'

* R HP:Healthy SP:Strong MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Caemlyn Central Square

* R HP:Healthy SP:Strong MV:Fresh >
call;n
You don't see a closed gate.

whe
* R HP:Healthy SP:Strong MV:Fresh >
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Outside the Northern Gate of Caemlyn
Pontara - The Tar Valon Road

* R HP:Healthy SP:Strong MV:Full >
n
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
n
e
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
whe
Faith narrates 'rmekl there'
Braem Wood off Tar Valon Road
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Faith - Braem Wood
Sarinda - Braem Wood off Tar Valon Road
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >
l
Braem Wood off Tar Valon Road
East of the road between Caemlyn and Tar Valon, the Braem Woods thicken
quickly, hiding the sky behind a dense canopy of leaves and stout branches.
The woods thicken to the east, darkening, forbidding. Small animals can be
seen along the forest floor, scurrying for the safety of their boroughs.
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Faith has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
w
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
whe
a
diagnose h.dark
Players in your Zone
--------------------
Sarinda - Road through Outer Caemlyn

* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
l

Faith narrates 'at pot'

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

* R HP:Healthy SP:Strong MV:Full >
e
Braem Wood off Tar Valon Road
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
dia faith
a
diagnose h.dark
Faith has a few scratches.

* R HP:Healthy SP:Strong MV:Full > No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark

Faith narrates 'pat whatever its called'

* R HP:Healthy SP:Strong MV:Full > They aren't here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Healthy SP:Strong MV:Full >
nod
You nod in agreement.

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Braem Wood off Tar Valon Road
Faith - Braem Wood off Tar Valon Road
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >
l
Braem Wood off Tar Valon Road
East of the road between Caemlyn and Tar Valon, the Braem Woods thicken
quickly, hiding the sky behind a dense canopy of leaves and stout branches.
The woods thicken to the east, darkening, forbidding. Small animals can be
seen along the forest floor, scurrying for the safety of their boroughs.
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >

Callan narrates 'tor zone'

* R HP:Healthy SP:Strong MV:Full >
say how many?
a
diagnose h.dark
You say 'how many?'

* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
w
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
s
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

s
* R HP:Healthy SP:Strong MV:Full >
Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Outside the Northern Gate of Caemlyn
Pontara - The Tar Valon Road

* R HP:Healthy SP:Strong MV:Full >
s
Inside the Northern Gate of Caemlyn
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
A dun mare is here, snorting angrily, being ridden by you.
A villager woman performs her daily routine.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Asaf's Steak House

* R HP:Healthy SP:Strong MV:Full >
save
Saving Sarinda.

* R HP:Healthy SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Asaf's Steak House

* R HP:Healthy SP:Strong MV:Full >

(tic_timer): Tic in 7 seconds!
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* R HP:Healthy SP:Strong MV:Full >
sc
You have 271(271) hit and 113(123) movement points.
You have scored 107254335 experience points and 358 quest points.
You need 1245665 exp to level and 42 qp to rank.
You have amassed 56 Turn points to date.
You have played 27 days and 17 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 50).
You are standing.

* R HP:Healthy SP:Strong MV:Full >
rest

Faith narrates 'on torlig'

* R HP:Healthy SP:Strong MV:Full >
not
You sit down and rest your tired bones.

* R HP:Healthy SP:Strong MV:Full >
You start paying increased attention to your surroundings.

whe
* R HP:Healthy SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Inside the Northern Gate of Caemlyn
Henso - Asaf's Steak House

* R HP:Healthy SP:Strong MV:Full >
sta
You stop resting, and stand up.

* R HP:Healthy SP:Strong MV:Fresh >
not
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Strong MV:Fresh >
not
emb
You start paying increased attention to your surroundings.

* R HP:Healthy SP:Strong MV:Fresh >
Pontara narrates 'where?'
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Strong MV:Fresh >
call;n;p
channel 'ice spikes' h.dark
You don't see a closed gate.
Callan narrates '2 pat'

* R HP:Healthy SP:Strong MV:Fresh > Outside the Northern Gate of Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >

Faith narrates 'ne'

* R HP:Healthy SP:Strong MV:Full >
n
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Pontara De'Boise |Lion Warden| Ombudsman is standing here, riding a draft horse.

* R HP:Healthy SP:Strong MV:Full >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
n

Pontara leaves north riding a draft horse. ^^

* R HP:Healthy SP:Strong MV:Full > Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Healthy SP:Strong MV:Full >
s
Faith leaves east riding a warhorse. >>
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
p
channel 'ice spikes' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
n;p
channel 'ice spikes' h.dark
Road through Outer Caemlyn
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
e;p
channel 'ice spikes' h.dark
Braem Wood off Tar Valon Road
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
e;p
channel 'ice spikes' h.dark
Braem Wood Outside Caemlyn
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
Callan the Enforcer is standing here, riding a warhorse.
An ancient, gnarled tree looms over you.

* R HP:Healthy SP:Strong MV:Full > Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
j
channel 'flame strike' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
j
channel 'flame strike' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
j
channel 'flame strike' h.dark
Nobody here by that name.

* R HP:Healthy SP:Strong MV:Full >
emb
You are already in touch with saidar, can't you feel it?

a
diagnose h.dark
* R HP:Healthy SP:Strong MV:Full >
No-one by that name here.

* R HP:Healthy SP:Strong MV:Full >
l
Braem Wood Outside Caemlyn
The darkness of Braem taunts here, reminding the careless traveler that
while the outer walls of the Queen's city can be seen through the trees,
safety in these woods is far from certain.
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.
Callan the Enforcer is standing here, riding a warhorse.
An ancient, gnarled tree looms over you.

* R HP:Healthy SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Braem Wood Outside Caemlyn
Faith - Braem Wood Outside Caemlyn
Callan - Braem Wood Outside Caemlyn
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Full >
Callan tries to blast *Torlig*, but he parries successfully.

* R HP:Healthy SP:Strong MV:Full >

*Melkor* has arrived from the east.

* R HP:Healthy SP:Strong MV:Full >

*Melkor* cleaves your right arm very hard.

* R HP:Scratched SP:Strong MV:Full - Melkor: Battered >
1
k dark
You do the best you can!
*Melkor* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Full - Melkor: Battered >
You barely strike *Melkor*'s right leg.
The ancient tree barely tickles Melkor's body with its hit.

* R HP:Scratched SP:Strong MV:Full - Melkor: Battered >

Faith leaves west riding a warhorse. <<
*Melkor* leaves south. vv

* R HP:Scratched SP:Strong MV:Full >

*Torlig* clumsily approaches you with a silver-winged basilard, but you fend off the attack. -- This completely caught me off guard again. I got incredibly lucky but had Notice on at least. They're trying to time flee stab again. This was 1-2 pulses off the flee.

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Wounded >
a
diagnose h.dark
Torlig has quite a few wounds.

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Wounded >
is
channel 'ice spikes'

*Torlig* avoids being bashed by Callan who loses his balance and falls!

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Wounded >
Faith has arrived from the west, riding a warhorse.
You begin to weave the appropriate flows...
-=
Faith tries to strike *Torlig*, but he parries successfully.
+*
You sense Faith is channeling saidar.
*+=-
Callan clambers to his feet.
-=
You try to strike *Torlig*, but he deflects the blow.
The ancient tree tries to hit Torlig, but he parries successfully.
Ok.
Spikes of solid ice form in your hands, which you launch at *Torlig*.

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Battered >

Callan blasts *Torlig*'s body hard.

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Battered >
is
channel 'ice spikes'

*Torlig* panics, and attempts to flee!

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Torlig: Battered > Faith
fails to pull together whatever flows she was trying to weave. -- This is a bummer, was probably Ice Spikes and that would've hurt.
You begin to weave the appropriate flows...
-=
*Torlig* leaves south. vv
+**+=-
Callan leaves east riding a warhorse. >>
-=
You are no longer fighting that opponent!

* R HP:Scratched SP:Strong MV:Full >
1
k dark
Faith leaves south riding a warhorse. vv
They aren't here.

* R HP:Scratched SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Full >

Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
e
Braem Wood
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Scratched SP:Strong MV:Full >
s
Braem Wood
[ obvious exits: N E S W ]
Zone: Aringill
Door up: treehouse
A dun mare is here, snorting angrily, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A mole is here, looking sickly.


(tic_timer): Tic in 7 seconds!
w
* R HP:Scratched SP:Strong MV:Full >
Pontara has arrived from the west, riding a draft horse.

* R HP:Scratched SP:Strong MV:Full >
Braem Wood
[ obvious exits: N E S W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A badger is rummaging about, looking for stuff to eat.
A badger is rummaging about, looking for stuff to eat.

* R HP:Scratched SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Full >
n
Braem Wood Outside Caemlyn
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
An ancient, gnarled tree looms over you.

1
k dark
* R HP:Scratched SP:Strong MV:Full >
They aren't here.

* R HP:Scratched SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Fresh >
e;p
channel 'ice spikes' h.dark
Braem Wood
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Scratched SP:Strong MV:Full > Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >

Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
e;j
channel 'flame strike' h.dark
Thinning Trees Next to Razorgrass
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Scratched SP:Strong MV:Full > Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >
e;j
channel 'flame strike' h.dark
East of Braem Woods
[ obvious exits: S W ]
Zone: Braem and Grass North-East of Caemlyn
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
A dun mare is here, snorting angrily, being ridden by you.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Scratched SP:Strong MV:Full > Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >
w
Thinning Trees Next to Razorgrass
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
*Torlig* is standing here.

* R HP:Scratched SP:Strong MV:Full >

Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
1
k dark
You try to strike *Torlig*, but he dodges the attack.

* R HP:Scratched SP:Strong MV:Full - Torlig: Battered >
111
j
channel 'flame strike' h.dark
Arglebargle, glop-glyf!?!

* R HP:Scratched SP:Strong MV:Full - Torlig: Battered > You begin to weave the
appropriate flows...
*Torlig* panics, and attempts to flee!
-=+*
Faith tries to strike *Torlig*, but he parries successfully.
*Torlig* leaves east. >>
*+=
Your target is no longer here!

* R HP:Scratched SP:Strong MV:Full >
1
k dark
They aren't here.

j
channel 'flame strike' h.dark
* R HP:Scratched SP:Strong MV:Full >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >
w
Braem Wood
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Scratched SP:Strong MV:Full >
e;j
channel 'flame strike' h.dark
Thinning Trees Next to Razorgrass
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith the Tower Accepted is standing here, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full > Faith leaves west riding a warhorse. <<
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >

Callan narrates 'on 1s pat'

* R HP:Scratched SP:Strong MV:Full >

Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >

Faith starts following you.

* R HP:Scratched SP:Strong MV:Full >
s
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
gf
group callan
No one here by that name.

* R HP:Scratched SP:Strong MV:Full >
group faith
Faith is now a member of your group.

e;p
channel 'ice spikes' h.dark
* R HP:Scratched SP:Strong MV:Full >
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
*Melkor* is here, fighting Callan.
Callan the Enforcer is here, fighting Melkor, riding a warhorse.
The ancient tree is here, fighting Melkor.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full > Faith barely strikes *Melkor*'s left arm.
You begin to weave the appropriate flows...
*Melkor* leaves east. >>
-=+*
*Melkor* has arrived from the east.


Callan blasts *Melkor*'s right leg.
*+=-
You sense Faith is channeling saidar.

*Melkor* panics, and attempts to flee!
-=
Ok.
Spikes of solid ice form in your hands, which you launch at *Melkor*.

* R HP:Scratched SP:Strong MV:Full - Callan: Beaten - Melkor: Beaten >
p
channel 'ice spikes' h.dark

*Melkor* leaves east. >>

* R HP:Scratched SP:Strong MV:Full >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >
e
1
k dark
Braem Wood West of Razorgrass Fields
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
Faith has arrived from the west, riding a warhorse.

j
channel 'flame strike' h.dark
* R HP:Scratched SP:Strong MV:Full >
They aren't here.

* R HP:Scratched SP:Strong MV:Full >
Nobody here by that name.

* R HP:Scratched SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Full >
e
s
Thick Grasses Along Wood's Edge
[ obvious exits: S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full > Light From Fields Filters Into Forest
[ obvious exits: N E W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
whw
Arglebargle, glop-glyf!?!

* R HP:Scratched SP:Strong MV:Full >
w
1
k dark
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
A badger is rummaging about, looking for stuff to eat.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Full >
They aren't here.

* R HP:Scratched SP:Strong MV:Full >
e
e
Light From Fields Filters Into Forest
[ obvious exits: N E W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the west, riding a warhorse.

e
* R HP:Scratched SP:Strong MV:Strong >
Dense Forest Borders Razorgrass
[ obvious exits: E W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
Forest Gives Way to Razorgrass Fields
[ obvious exits: S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
tr
-=+**+
Some obvious recent tracks of a Horse leaving west.
Some clear almost day-old tracks of an Animal leaving west.
Some day-old tracks of an Animal leaving west.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

w
* R HP:Scratched SP:Strong MV:Strong >
w
w
Dense Forest Borders Razorgrass
[ obvious exits: E W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
Light From Fields Filters Into Forest
[ obvious exits: N E W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
A badger is rummaging about, looking for stuff to eat.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
s
Braem Wood
[ obvious exits: N E W ]
Zone: Aringill
Door up: birdnest
A dun mare is here, snorting angrily, being ridden by you.
A mole is here, looking sickly.
A young and strong buck is here, munching some grass.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
w
Braem Wood
[ obvious exits: N E S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
s
tr
Braem Wood Outside Caemlyn
[ obvious exits: N S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A long-eared rabbit is here, looking quite sick.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong > -=+**+
Some obvious fresh tracks of a Horse leaving south.
Some obvious fairly recent tracks of a Horse leaving south.
Some obvious recent tracks of a TROLLOC leaving north. ^^

* R HP:Scratched SP:Strong MV:Strong >
n
Braem Wood
[ obvious exits: N E S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
e
Braem Wood
[ obvious exits: N E W ]
Zone: Aringill
Door up: birdnest
A dun mare is here, snorting angrily, being ridden by you.
A mole is here, looking sickly.
A young and strong buck is here, munching some grass.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
tt
track trolloc
-=

(tic_timer): Tic in 7 seconds!+**+
Some obvious fresh bloody traces of a TROLLOC leaving east. >>
Some obvious recent bloody traces of a TROLLOC leaving east. >>
Some clear almost day-old tracks of a TROLLOC leaving north. ^^

* R HP:Scratched SP:Strong MV:Strong >
e
Braem Wood
[ obvious exits: E S W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
1
k dark
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
e
1
k dark
Braem Wood
[ obvious exits: S W ]
Zone: Aringill
Door north: chokevine
Door east: itchweed
A dun mare is here, snorting angrily, being ridden by you.
A young and strong buck is here, munching some grass.
Faith has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >

You sense Faith connecting to the True Source.

scan e
* R HP:Scratched SP:Strong MV:Strong >
Your eyesight is not so keen.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

tt
track trolloc
* R HP:Scratched SP:Strong MV:Strong >
-=+**+
Some obvious fresh bloody traces of a TROLLOC leaving south. vv
Some clear almost day-old tracks of a TROLLOC leaving west. <<

* R HP:Scratched SP:Strong MV:Strong >
s
Braem Wood
[ obvious exits: N E S W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the north, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
a
diagnose h.dark
No-one by that name here.

weav
* R HP:Scratched SP:Strong MV:Strong >
The weaves you have maintained are:

1. Sarinda tied ARMOR
2. Sarinda tied LIGHT BALL

* R HP:Scratched SP:Strong MV:Strong >
s
Braem Wood
[ obvious exits: N E S W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the north, riding a warhorse.

1
k dark
* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
tt
track trolloc
-=+**+
Some obvious fresh bloody traces of a TROLLOC leaving west. <<
Some clear almost day-old tracks of a TROLLOC leaving north. ^^

* R HP:Scratched SP:Strong MV:Strong >
w
Braem Wood
[ obvious exits: E W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
A handsome stag stands here, ready to run.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
w
1
k dark
Braem Wood
[ obvious exits: E W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
w

Callan narrates 'torlig is pat'

1
k dark
* R HP:Scratched SP:Strong MV:Strong > Coach Stop in Braem Wood off the Road
[ obvious exits: N E S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A bearded coachman stands here, waiting for passengers.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
n
Braem Wood Outside Caemlyn
[ obvious exits: N S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A short man stands here, nervously eyeing everything in sight.
A long-eared rabbit is here, looking quite sick.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
n
Braem Wood
[ obvious exits: N E S ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A mole is here, looking sickly.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
n
Braem Wood near Caemlyn
[ obvious exits: N E S W ]
Zone: Aringill
A dun mare is here, snorting angrily, being ridden by you.
A green woodpecker is visible flying high in the sky.
A mole is here, looking sickly.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
n;p
channel 'ice spikes' h.dark
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
An ancient, gnarled tree looms over you.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong > Nobody here by that name.

* R HP:Scratched SP:Strong MV:Strong >
n;j
channel 'flame strike' h.dark
East of Braem Woods
[ obvious exits: S W ]
Zone: Braem and Grass North-East of Caemlyn
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
A dun mare is here, snorting angrily, being ridden by you.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Faith has arrived from the south, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong > Nobody here by that name.

* R HP:Scratched SP:Strong MV:Strong >
w
Thinning Trees Next to Razorgrass
[ obvious exits: E S W ]
Zone: Braem and Grass North-East of Caemlyn
A dun mare is here, snorting angrily, being ridden by you.
*Torlig* is here, fighting Callan.
Callan the Enforcer is here, fighting Torlig, riding a warhorse.
Faith has arrived from the east, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
j
channel 'flame strike' h.dark

Faith tries to strike *Torlig*, but he dodges the attack.
Callan sends *Torlig* sprawling with a powerful bash! -- This was fantastic on Callan's part. Great job narrating his position, and lucky with the bash. I was able to quickly get here because he narrated and that allowed me to lead Faith as well.

* R HP:Scratched SP:Strong MV:Strong >
You begin to weave the appropriate flows...
-
Faith tries to strike *Torlig*, but he parries successfully.
Callan blasts *Torlig*'s body into bloody fragments!
=
You sense Faith is channeling saidar.
+
Callan narrates 'bashed 1w'
**+=
Ok.
Streaks of fire flow from your hands, burning *Torlig*. -- Going for fast weaves because I trust that if I try and get greedy with a long weave, he'll survive and flee.

* R HP:Scratched SP:Strong MV:Strong - Callan: Beaten - Torlig: Beaten >
j
channel 'flame strike' h.dark
You begin to weave the appropriate flows...

Callan blasts *Torlig*'s body into bloody fragments!
-=
*Torlig* panics, and attempts to flee!
Faith unleashes a flurry of icy spikes at *Torlig*, who is stabbed repeatedly. -- This is great timing on her part in conjunction with what I was doing.
+**
You sense Faith is channeling saidar.
+=

Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Streaks of Fire burn through *Torlig*, leaving only a blackened corpse.
*Torlig* is dead! R.I.P. -- Very pleased with this, and this was fantastic coordination with Faith without explicitly calling out the plan.
Your blood freezes as you hear *Torlig*'s death cry.
Callan leaves west riding a warhorse. <<

* R HP:Scratched SP:Strong MV:Strong >
x
rem staff
draw dagger
scalp 1.corpse
sheath dagger
wield staff
Faith gets a large slab of meat from the corpse of Torlig.
Faith gets a skin of human flesh from the corpse of Torlig.
Faith gets a black pair of silver-tooled boots from the corpse of Torlig.
Faith gets a pair of earthen colored breeches from the corpse of Torlig.
Faith gets the toupee of feneon from the corpse of Torlig.
Faith gets a belt with a buckle of cuendillar from the corpse of Torlig.
Faith gets a silver-winged basilard from the corpse of Torlig.
Faith gets a polished onyx-inlaid shield from the corpse of Torlig.
Faith gets a jeweled wristcuff from the corpse of Torlig.
Faith gets a jeweled wristcuff from the corpse of Torlig.
Faith gets a pair of dark gloves from the corpse of Torlig.
Faith gets a set of cloth sleeves from the corpse of Torlig.
Faith gets an embroidered, cotton shoulder bag from the corpse of Torlig.
Faith gets a gown of exquisite design from the corpse of Torlig.
Faith gets a bearskin tunic from the corpse of Torlig.
Faith gets a shimmering pendant of obsidian from the corpse of Torlig.
Faith gets a silver medallion from the corpse of Torlig.
Faith gets a camouflaged hood from the corpse of Torlig.
Faith gets a black diamond signet ring from the corpse of Torlig.
Faith gets a black diamond signet ring from the corpse of Torlig.
Faith gets an oilstone from the corpse of Torlig.
You stop using a honed staff of light metal.

* R HP:Scratched SP:Strong MV:Strong >
narr torlig rip
You don't seem to have a sheathed weapon.
Callan narrates 'nice'

* R HP:Scratched SP:Strong MV:Strong > You need to wield a short bladed weapon for that!

* R HP:Scratched SP:Strong MV:Strong > You are not wielding a weapon.

* R HP:Scratched SP:Strong MV:Strong >
x
rem staff
draw dagger
scalp 1.corpse
sheath dagger
wield staff
*Vittak* has arrived from the east.
You wield a honed staff of light metal with both hands.

* R HP:Scratched SP:Strong MV:Strong > You narrate 'torlig rip'
Callan has arrived from the west, riding a warhorse.

* R HP:Scratched SP:Strong MV:Strong >
You stop using a honed staff of light metal.
Callan leaves east riding a warhorse. >>

* R HP:Scratched SP:Strong MV:Strong >
You don't seem to have a sheathed weapon.

* R HP:Scratched SP:Strong MV:Strong >
*Vittak* leaves east. >>
You need to wield a short bladed weapon for that!

-------------------------------------------------------------------------

Overall, I got lucky with surviving the flee time stab attempt, but I'm not sure there is anything else I could've done to avoid that besides keep Notice on and hope for a lucky roll (which worked in my favor). I had to do a bit of leading at the end and that worked well by bringing Faith into the fray at the exact right time, which was lucky for us. I also was able to get back into a near perfect dodge kit and earned some more QPs, so I was pleased with how this turned out.

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Wed Jun 15, 2022 11:45 pm

Picking right up from my RP session with Akella (viewtopic.php?f=79&p=140994#p140994), this is an example of me pushing myself a bit more with risk-taking. I would love feedback on things I could have done differently, especially near the end. In particular, I would like to know how other people determine whether to hit a target at a mob patrol and how to think critically about benefits/risks of that quickly. I would also love to know how people afford WvD and still have room for Fireball, 99% in multiple combat weaves, and any semblance of utility with only Int 16. :(

Lightly edited to remove spam and sections that were less interesting (mostly me running around in Whitebridge or Braem trying to find Byrg).

-------------------------------------------------------------------------

Caemlyn Road by the Braem Wood
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Healthy SP:Bursting MV:Fresh >
w
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

w
* R HP:Healthy SP:Bursting MV:Fresh >
Caemlyn Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
Akella has arrived from the east, riding a warhorse.

whe
* R HP:Healthy SP:Bursting MV:Fresh >
Players in your Zone
--------------------
Akella - Caemlyn Road
Sarinda - Caemlyn Road
You see signs of enemies nearby.

* R HP:Healthy SP:Bursting MV:Fresh >
w

*Byrg* tries to slash you, but you parry successfully.

* R HP:Healthy SP:Bursting MV:Fresh - Byrg: Healthy >
No way! You're fighting for your life!

* R HP:Healthy SP:Bursting MV:Fresh - Byrg: Healthy >

You barely strike *Byrg*'s body.

* R HP:Healthy SP:Bursting MV:Fresh - Byrg: Scratched >

*Byrg* sends you sprawling with a powerful bash!

* R HP:Scratched SP:Bursting MV:Fresh - Byrg: Scratched >

*Byrg* swirls about with a gleaming black longsword, slicing across your body!
*Byrg* slashes your left arm into bloody fragments!

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >

Byrg assumes an offensive striking posture.

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >
say Run Akella!

*Byrg* slashes your right arm extremely hard.

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >
emb
You say 'Run Akella!' -- Taking a minute to maintain immersion for the newbie, even though it's not advantageous to do so. ;)

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched > You feel the flows of saidar coursing through
your body.

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >
l1
look h.dark

Akella panics, and attempts to flee!
Akella leaves east riding a warhorse. >>

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >
is
channel 'ice spikes'
You barely strike *Byrg*'s body.
People are stupid.
Shaidar Haran hisses 'The dark one is a bit of a dick.'

Byrg has a few scratches.

*Byrg* is using:
<held> an oilstone
<worn on head> a full metal helmet and visor
<worn around neck> a torc of gleaming steel
<worn around neck> an opal choker of fiery blue and pink beauty
<worn about body> an inky black cloak
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a gleaming black longsword
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched > You begin to weave the
appropriate flows...
-=+**+

*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Hurt SP:Bursting MV:Fresh - Byrg: Scratched >

*Byrg* swirls about with a gleaming black longsword, slicing across your body!
*Byrg* slashes your right leg into bloody fragments!

* R HP:Wounded SP:Bursting MV:Fresh - Byrg: Scratched >
is
channel 'ice spikes'

Byrg bellows 'HI AKELLA'

* R HP:Wounded SP:Bursting MV:Fresh - Byrg: Scratched >
*Byrg* slashes your left leg into bloody fragments!

* R HP:Wounded SP:Bursting MV:Fresh - Byrg: Scratched >
You begin to weave the appropriate flows...
-=+**+=- -=
Ok.
Spikes of ice form in your hands, but melt a bit as you launch them at *Byrg*. -- I didn't catch this at first. I forgot that it's currently a summer month in Whitebridge, and it's a little after reboot, so the temperature was more ideal for Fireball.

* R HP:Wounded SP:Full MV:Fresh - Byrg: Hurt >

You strike *Byrg*'s right arm.
*Byrg* tries to slash you, but you parry successfully.
You cough and shiver.
*Byrg* sends you sprawling with a powerful bash!

* R HP:Wounded SP:Full MV:Fresh - Byrg: Hurt >

Byrg bellows 'WILL YOU BE MY FRIEND' -- I have fond memories of things like this from a Fade when I was a very green newbie, I think from Stomp at the time?

* R HP:Wounded SP:Full MV:Fresh - Byrg: Hurt >

*Byrg* swirls about with a gleaming black longsword, slicing across your body!
*Byrg* gazes deeply into your soul.. very chilling.
The gaze of *Byrg* fails to affect you.
*Byrg* slashes your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Fresh >
is
channel 'ice spikes'
Who or what should the weave be cast upon?

* R HP:Battered SP:Full MV:Fresh >
is
channel 'ice spikes'
Who or what should the weave be cast upon?

* R HP:Battered SP:Full MV:Fresh >
is
channel 'ice spikes'
Who or what should the weave be cast upon?

* R HP:Battered SP:Full MV:Fresh >
w;p
channel 'ice spikes' h.dark
Caemlyn Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Battered SP:Full MV:Fresh > *Byrg* leaves east riding a shadow stallion.
>>
Nobody here by that name.

* R HP:Battered SP:Full MV:Fresh >
w

*Byrg* has arrived from the east, riding a shadow stallion.

* R HP:Battered SP:Full MV:Fresh > *Byrg* tries to slash you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Battered SP:Full MV:Fresh - Byrg: Hurt >
not
You start paying increased attention to your surroundings.

p
channel 'ice spikes' h.dark
* R HP:Battered SP:Full MV:Fresh - Byrg: Hurt >
You tickle *Byrg*'s right leg with your strike.
You begin to weave the appropriate flows...
-=+*
*
You dodge a bash from *Byrg* who loses his balance and falls!
You are interrupted and stop what you are doing.
You panic and attempt to flee! -- Forgot to check and set autowimpy, so I autofled at the worst possible time.


You flee head over heels.
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
e
Caemlyn Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A rat scurries around trying to get out of sight.

1
k dark
* R HP:Battered SP:Full MV:Full >
p
channel 'ice spikes' h.dark
You barely strike *Byrg*'s body.

* R HP:Battered SP:Full MV:Full - Byrg: Hurt > You begin to weave the
appropriate flows...
-=+
Your blood freezes as you hear someone's death cry.
**+
cw 100
change wimpy 100=-
Cancelled.
You will now flee if you go below 100 hit points.

* R HP:Battered SP:Full MV:Full - Byrg: Hurt >
p
channel 'ice spikes' h.dark

*Byrg* sends you sprawling with a powerful bash!

* R HP:Battered SP:Full MV:Full - Byrg: Hurt >
*Byrg* slashes your body extremely hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!

You flee head over heels.
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Nobody here by that name.

* R HP:Battered SP:Full MV:Full >
e
Caemlyn Road by the Braem Wood
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >

(tic_timer): Tic in 7 seconds!
s
South Braem
[ obvious exits: N S ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
whe
Players in your Zone
--------------------
Sarinda - South Braem

* R HP:Battered SP:Full MV:Full >
rel
Ok.

s
* R HP:Battered SP:Full MV:Full >
South Braem
[ obvious exits: N S ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

not
* R HP:Battered SP:Full MV:Full >
You stop paying increased attention to your surroundings.

whe
* R HP:Battered SP:Full MV:Full >
Players in your Zone
--------------------
Sarinda - South Braem

* R HP:Battered SP:Full MV:Full >
s
s
e
You feel your limbs are now responding again.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.830 seconds.
You cough and shiver.
South Braem
[ obvious exits: N S ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
s
South Braem
[ obvious exits: N E ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk cow nibbles on some greenery.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

s
* R HP:Battered SP:Full MV:Full > South Braem
[ obvious exits: S W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.

* R HP:Battered SP:Full MV:Full >
South Braem
[ obvious exits: N S ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large turtle is crawling slowly on the ground.
A large turtle is crawling slowly on the ground.
A large turtle is crawling slowly on the ground.

* R HP:Battered SP:Full MV:Full >
Mound of Stones
[ obvious exits: N W ]
Zone: South of Whitebridge
Door down: stones
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
An elk cow nibbles on some greenery.

* R HP:Battered SP:Full MV:Full >
tf where'd you go?
tell Akella where'd you go?
You tell Akella 'where'd you go?' -- Not having a good start. I ran south a bit to make sure Akella is safe, since I saw death cries and wanted to make sure it wasn't her.

w
* R HP:Battered SP:Full MV:Full >
w
On a Small Trail
[ obvious exits: E W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.

* R HP:Battered SP:Full MV:Full > Small Trail
[ obvious exits: E W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Full MV:Full >
w
Thinning Trees
[ obvious exits: E S W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spindly oak sapling struggles to grow.
A spindly oak sapling struggles to grow.
A spindly oak sapling struggles to grow.

dh
diagnose 2.warhorse
* R HP:Battered SP:Full MV:Full >
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
w
Treewall
[ obvious exits: N E ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man of the woods strides by quietly.
A long-eared rabbit is here, looking quite sick.
A panther stalks through the wilderness.

* R HP:Battered SP:Full MV:Full >
horse warhorse
Horse is set as: warhorse.
n
w
Thick Woods
[ obvious exits: S W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Battered SP:Full MV:Full > Heart of the Wood
[ obvious exits: N E S W ]
Zone: South of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Battered SP:Full MV:Full >
cmw
change mood wimpy
Mood changed to: Wimpy

* R HP:Battered SP:Full MV:Full >
not
whe
You start paying increased attention to your surroundings.

* R HP:Battered SP:Full MV:Full >
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Full MV:Full >
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
Erulisse narrates 'bryg near wb somewhere'

* R HP:Battered SP:Full MV:Full >
sc
You have 88(271) hit and 143(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
cw 87
change wimpy 87

Akella tells you 'I am In a Quiet Valley, down a cliff'

* R HP:Battered SP:Full MV:Full > You will now flee if you go below 87 hit points.

* R HP:Battered SP:Full MV:Full >
narr was just outside e gate
whe
You narrate 'was just outside e gate'

* R HP:Battered SP:Full MV:Full >
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark

A spotted jaguar leaves north. ^^
You cough and shiver.

* R HP:Battered SP:Full MV:Full >
No-one by that name here.

* R HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

sc
* R HP:Battered SP:Full MV:Full >
You have 88(271) hit and 143(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Full MV:Full >
emb
You feel the flows of saidar coursing through your body.

* R HP:Battered SP:Full MV:Full >
cps
channel 'cure poison' Sarinda
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
Ok.
You feel the toxins in your blood beginning to fade. -- I have this at about 74% for situations like this. I think I'd like to get it slightly higher, maybe one more practice, so it's more reliable in PK situations.

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark

The lone wolf has arrived from the north.

* R HP:Battered SP:Strong MV:Full > No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
rel
Ok.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

whe
* R HP:Battered SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >

Akella tells you 'He found me and left. He was tracking you.'

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark

A rabbit has arrived from the east.

* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.


(tic_timer): Tic in 7 seconds!
* R HP:Battered SP:Strong MV:Full >
rep nod
You reply to Akella 'nod'

whe
* R HP:Battered SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Strong MV:Full >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
No-one by that name here.

a
diagnose h.dark
* R HP:Battered SP:Strong MV:Full >
sc
No-one by that name here.

* R HP:Battered SP:Strong MV:Full >
You have 88(271) hit and 143(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Strong MV:Full >
eq
You are using:
<worn on finger> an emerald ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a fine linen riding hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a silver medallion
<worn on body> a satin blouse
<worn about body> a gown of exquisite design
<worn on arms> a red fringed shawl
<worn on hands> a pair of slim riding gloves
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a belt pack
<worn on legs> a divided riding skirt
<worn on feet> a set of soft velvet slippers

cmw
change mood wimpy
* R HP:Battered SP:Strong MV:Full >
Mood changed to: Wimpy

* R HP:Battered SP:Full MV:Fresh >
sc
You have 99(271) hit and 146(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Full MV:Fresh >
a
diagnose h.dark
No-one by that name here.

* R HP:Battered SP:Full MV:Fresh >
cw 98
change wimpy 98
a
diagnose h.dark
You will now flee if you go below 98 hit points.

* R HP:Battered SP:Full MV:Fresh >
No-one by that name here.

* R HP:Battered SP:Full MV:Fresh >
sc
You have 99(271) hit and 146(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Full MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Heart of the Wood

* R HP:Battered SP:Full MV:Fresh >
rest
You sit down and rest your tired bones.


-- Here I see that he's not chasing, so I take a few ticks to rest up a bit before heading back towards the Braem Forest to help Akella get to the city.


In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered SP:Bursting MV:Full >
e
In a Quiet Valley
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella of Two Rivers is standing here, riding a warhorse.

s
* R HP:Battered SP:Bursting MV:Full >
In a Quiet Valley
[ obvious exits: N ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the north, riding a warhorse.

* R HP:Battered SP:Bursting MV:Full >
n
In a Quiet Valley
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the south, riding a warhorse.

* R HP:Battered SP:Bursting MV:Full >
nod
You nod in agreement.

w
* R HP:Battered SP:Bursting MV:Full >
w
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Full > In a Quiet Valley
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
s
In a Quiet Valley
[ obvious exits: N E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the north, riding a warhorse.

w
* R HP:Battered SP:Bursting MV:Strong >
A Dry Pond
[ obvious exits: E W ]
Zone: Caemlyn Road East of Whitebridge
Door north: bush
A fallen tree lies upon the ground, seemingly chopped down in haste.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

w
* R HP:Battered SP:Bursting MV:Strong >
Along a Wooded Path
[ obvious exits: E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
s
Woodland Path
[ obvious exits: N E W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the north, riding a warhorse.

w
* R HP:Battered SP:Bursting MV:Strong >
w
Woodlands
[ obvious exits: E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
Edge of the Woods
[ obvious exits: E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
s
Edge of the Woods
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.
Akella has arrived from the north, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
w
w
Bend in the Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.
Akella has arrived from the east, riding a warhorse.

s
* R HP:Battered SP:Bursting MV:Strong > Bend in the Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
Door west: wellgate
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
Bend in the Road
[ obvious exits: N W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the north, riding a warhorse.

w
* R HP:Battered SP:Bursting MV:Strong >
Caemlyn Road
[ obvious exits: E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
s
w
Caemlyn Road
[ obvious exits: N W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the north, riding a warhorse.

n
* R HP:Battered SP:Bursting MV:Strong > Caemlyn Road
[ obvious exits: N E ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
w
Caemlyn Road by the Braem Wood
[ obvious exits: N S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hunter from Illian searches for the fabled Horn of Valere.
Akella has arrived from the south, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong > Caemlyn Road by the Braem Wood
[ obvious exits: N E W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
cmw
change mood wimpy
sc
Mood changed to: Wimpy

* R HP:Battered SP:Bursting MV:Strong >
You have 132(271) hit and 124(146) movement points.
You have scored 108617447 experience points and 391 quest points.
You need 1727201916 exp to level and 9 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Battered SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Akella - Caemlyn Road by the Braem Wood
Sarinda - Caemlyn Road by the Braem Wood

* R HP:Battered SP:Bursting MV:Strong >
w
Caemlyn Road by the Braem Wood
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
cw 131
change wimpy 131
w
You will now flee if you go below 131 hit points.

* R HP:Battered SP:Bursting MV:Strong >
w
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

w
* R HP:Battered SP:Bursting MV:Strong >
Caemlyn Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
w
Outside the Gates of Whitebridge
[ obvious exits: E W ]
Zone: Whitebridge
Door west: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
call;w
You don't see a closed gate.

whe
* R HP:Battered SP:Bursting MV:Strong >
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong > Players in your Zone
--------------------
Akella - Inside the Gate
Sarinda - Inside the Gate
You see signs of enemies nearby.

* R HP:Battered SP:Bursting MV:Strong >
w

(tic_timer): Tic in 7 seconds!
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
Akella has arrived from the east, riding a warhorse.

* R HP:Battered SP:Bursting MV:Strong >
s
You can't ride in there.

* R HP:Battered SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Stone Street

whe
* R HP:Battered SP:Bursting MV:Strong >
Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Stone Street

* R HP:Battered SP:Bursting MV:Strong >
not
whe
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Bursting MV:Full > Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Stone Street
You see signs of enemies nearby.

* R HP:Wounded SP:Bursting MV:Full >
l
Stone Street
Upscale inns and a few shops line the stone street of Whitebridge.
Well-painted signage and larger, better-maintained storefronts mark the
area as prime real estate for those catering to merchants and traveling
nobles. The further removed one is from the docks, it appears, the more
desirable and expensive the lodging and shopping becomes. A large inn with
an intricately painted sign lies to the south, while to the east, the gates
of Whitebridge are visible, set into the low wall surrounding the town.
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Akella of Two Rivers is standing here, riding a warhorse.
A rat scurries around trying to get out of sight.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Wounded SP:Bursting MV:Full >
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat has arrived from the east.
Akella has arrived from the east, riding a warhorse.

s
* R HP:Wounded SP:Bursting MV:Full >
Back Alley
[ obvious exits: N E S ]
Zone: Whitebridge
Door east: sidegate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat has arrived from the north.
Akella has arrived from the north, riding a warhorse.

* R HP:Wounded SP:Bursting MV:Full >
kr
kill rat
A rat stops following you.
You strike a rat's left foreleg very hard.

* R HP:Wounded SP:Bursting MV:Full - a rat: Battered >

A rat tries to hit you, but you dodge the attack.
You strike a rat's body very hard.
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

* R HP:Wounded SP:Bursting MV:Full >
n
The Starling arrives at the docks.

Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A rat scurries around trying to get out of sight.
Akella has arrived from the south, riding a warhorse.

* R HP:Wounded SP:Bursting MV:Full >
w

*Byrg* tries to slash you, but you deflect the blow.

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched > No way! You're fighting for your life!

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >

You barely strike *Byrg*'s left foot.
A rat starts following you.
*Byrg* tries to slash you, but you deflect the blow.

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Back Alley
[ obvious exits: N E S ]
Zone: Whitebridge
Door east: sidegate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
s
e
Bend in the Alley
[ obvious exits: N E W ]
Zone: Whitebridge
Door west: door
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
Back Alley
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
e
Eastbridge Avenue
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Wounded SP:Bursting MV:Full >
Eastbridge Avenue
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
n
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Full >
w
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Wounded SP:Bursting MV:Full >
p
channel 'ice spikes' h.dark
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A rat scurries around trying to get out of sight.

* R HP:Wounded SP:Bursting MV:Full > *Byrg* leaves south riding a shadow stallion. vv
You aren't in touch with saidar to channel it.

* R HP:Wounded SP:Bursting MV:Full >
w

*Byrg* has arrived from the south, riding a shadow stallion.

* R HP:Wounded SP:Bursting MV:Full >
*Byrg* tries to slash you, but you parry successfully.

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
No way! You're fighting for your life!

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
emb
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >

You strike *Byrg*'s head.

* R HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
dism
You stop riding him. -- Here I noticed that I keep getting bashed, and thought that since I'm relatively safe in a city that it might be a good time to try and dismount for better dodge rates.

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >

*Byrg* sends you sprawling with a powerful bash!

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >

*Byrg* tries to slash you, but you parry successfully.

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >

Byrg assumes an offensive striking posture.

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
sigh
p
channel 'ice spikes' h.dark

*Byrg* tries to slash you, but you parry successfully.

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched >
You sigh.

* HP:Wounded SP:Bursting MV:Full - Byrg: Scratched > You begin to weave the
appropriate flows...
-=+**+=- -=
Ok.
Spikes of ice form in your hands, but melt a bit as you launch them at *Byrg*.

* HP:Wounded SP:Full MV:Full - Byrg: Hurt >

You barely strike *Byrg*'s body.
*Byrg* tries to slash you, but you deflect the blow.
You dodge a bash from *Byrg* who loses his balance and falls!

* HP:Wounded SP:Full MV:Full - Byrg: Hurt >
p
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...
-=+**+=-
*Byrg* clambers to his feet.

*Byrg* tries to slash you, but you deflect the blow.
-
p
channel 'ice spikes' h.dark=
Ok.
Spikes of ice form in your hands, but melt a bit as you launch them at *Byrg*.

* HP:Wounded SP:Strong MV:Full - Byrg: Hurt >
You begin to weave the appropriate flows...
-=+*
weath*+
Cancelled.
The temperature is about 60 degrees.
The sky is cloudy, and a calm wind comes from the north.

* HP:Wounded SP:Strong MV:Full - Byrg: Hurt >

You dodge a bash from *Byrg* who loses his balance and falls!

* HP:Wounded SP:Strong MV:Full - Byrg: Hurt >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-=+**+=-
fb
channel 'fireball'-=
You barely strike *Byrg*'s left leg.
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*. -- FINALLY figure out that it's melting and switch to Fireball. For a channeler who is so interested in the weather, I felt annoyed that it took me this long to catch my error.

* HP:Wounded SP:Strong MV:Full - Byrg: Wounded >
You begin to weave the appropriate flows...
-=
You dodge a bash from *Byrg* who loses his balance and falls!
+**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* HP:Wounded SP:Strong MV:Full - Byrg: Battered >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-=+**+=-

(tic_timer): Tic in 7 seconds!
fb
channel 'fireball'-
You dodge a bash from *Byrg* who loses his balance and falls!
=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* HP:Wounded SP:Strong MV:Full - Byrg: Beaten >
You begin to weave the appropriate flows...
-=+**+=-
*Byrg* panics, and attempts to flee!
-
*Byrg* leaves west riding a shadow stallion. <<

j
channel 'flame strike' h.dark=
You are no longer fighting that opponent!

* HP:Wounded SP:Strong MV:Full >

Byrg bellows 'RUDE' -- Finally turning my DPS around and gaining some tempo.

* HP:Wounded SP:Strong MV:Full >
Nobody here by that name.

* HP:Wounded SP:Strong MV:Full >
w
1
k dark

*Byrg* has arrived from the west, riding a shadow stallion.

* HP:Wounded SP:Strong MV:Full > Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Whitebridge town crier stands here, spreading the news.
A rat has arrived from the east.

* HP:Wounded SP:Strong MV:Strong >
They aren't here.

* HP:Wounded SP:Strong MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Strong MV:Strong >
e
1
k dark
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently.
A rat has arrived from the west.

j
channel 'flame strike' h.dark
* HP:Wounded SP:Strong MV:Strong >
The sun sets.
(tic_timer): Tic length updated to: 60.506 seconds.
They aren't here.

* HP:Wounded SP:Strong MV:Full >
Nobody here by that name.

* HP:Wounded SP:Strong MV:Full >
kr
kill rat
A rat stops following you.
You strike a rat's right paw hard.

* HP:Wounded SP:Strong MV:Full - a rat: Battered >
whe
You swiftly dodge a rat's attempt to hit you.
You strike a rat's body very hard.
A rat is dead! R.I.P.
You receive your share of experience...
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.
Players in your Zone
--------------------
Sarinda - Stone Street
Akella - Side Alley
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Full >
j
channel 'flame strike' h.dark
Nobody here by that name.

* HP:Wounded SP:Strong MV:Full >
w
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Whitebridge town crier stands here, spreading the news.

* HP:Wounded SP:Strong MV:Full >
e
rh
ride warhorse
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently.

* HP:Wounded SP:Strong MV:Full > You start riding him.

* R HP:Wounded SP:Strong MV:Full >
w
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Wounded SP:Strong MV:Full >
s
Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man meanders here, quietly speaking to himself.

* R HP:Wounded SP:Strong MV:Full >
rel
Ok.

whe
* R HP:Wounded SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - Wide Cross Street
Akella - Side Alley
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Full >
n
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

sps
emb
score
release
* R HP:Wounded SP:Strong MV:Full >
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Strong MV:Full >
You have 160(271) hit, 80(156) saidar and 136(146) movement points.
You have scored 108615981 experience points and 392 quest points.
You need 1727203382 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Wounded SP:Strong MV:Full >
Ok.

* R HP:Wounded SP:Strong MV:Full >
rel
You aren't in touch with saidar to release anything.

* R HP:Wounded SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - Side Alley
You see signs of enemies nearby.

w
* R HP:Wounded SP:Strong MV:Full >
w
Stone Street Under the White Bridge
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor. -- I know that if I am Wounded vs. Beaten that there is no way Byrg would ever hit me here, so as much as I like the mob support, I try to avoid this room.

w
* R HP:Wounded SP:Strong MV:Full >
Stone Street Under the White Bridge
[ obvious exits: E W ]
Zone: Whitebridge
A small chimney puffs smoke from the roof of a brush wagon.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young blacksmith is here, looking for work.

* R HP:Wounded SP:Strong MV:Full > Stone Street by the Docks
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A worker busily earns a day's pay.

* R HP:Wounded SP:Strong MV:Full >
w
1
k dark
The Pier
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Miloh lounges alongside the road, scratching his beard.

* R HP:Wounded SP:Strong MV:Full > They aren't here.

* R HP:Wounded SP:Strong MV:Full >
w
Whitebridge Docks
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
The fishmonger is here, hoping to buy your catch.

e
* R HP:Wounded SP:Strong MV:Strong >
The Pier
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Miloh lounges alongside the road, scratching his beard.

e
* R HP:Wounded SP:Strong MV:Strong >
Stone Street by the Docks
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A worker busily earns a day's pay.

whe
* R HP:Wounded SP:Strong MV:Strong >
Players in your Zone
--------------------
Sarinda - Stone Street by the Docks
Akella - Side Alley
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Strong >
s
Wharf Road
[ obvious exits: N E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.

* R HP:Wounded SP:Strong MV:Strong >
s
Wharf Road
[ obvious exits: N E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
s
Bend Along the Wall
[ obvious exits: N E ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A city lamplighter stands nearby, attending his duties.

* R HP:Wounded SP:Strong MV:Strong >
e
Open Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
e
1
k dark
Under the Leatherleaf Trees
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A little girl plays here.

* R HP:Wounded SP:Strong MV:Strong > They aren't here.

* R HP:Wounded SP:Strong MV:Strong >
s
w
The Garden
[ obvious exits: N E S W ]
Zone: Whitebridge
Door south: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
Open Road
[ obvious exits: N E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Open Road
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Strong >
e
The Garden
[ obvious exits: N E S W ]
Zone: Whitebridge
Door south: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Wounded SP:Strong MV:Strong >
Field
[ obvious exits: N E S W ]
Zone: Whitebridge
A field of tall, lush plants sways gently in the breeze.
A campfire burns slowly, sending smoke into the sky.
A warhorse is here, stamping his feet impatiently, being ridden by you.
An old woman smiles kindly.

n
* R HP:Wounded SP:Strong MV:Strong >
Whitebridge Park
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An Illuminator's assistant stands here carrying some colored tubes.

* R HP:Wounded SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Whitebridge Park
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Strong >
n
Wide Cross Street
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Wounded SP:Strong MV:Strong >
Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A man meanders here, quietly speaking to himself.

* R HP:Wounded SP:Strong MV:Strong >
n
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

whe
* R HP:Wounded SP:Strong MV:Strong >
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Strong >
rel
You aren't in touch with saidar to release anything.

* R HP:Wounded SP:Strong MV:Strong >
e
s
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong > Back Alley
[ obvious exits: N E S ]
Zone: Whitebridge
Door east: sidegate
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
s
Bend in the Alley
[ obvious exits: N E W ]
Zone: Whitebridge
Door west: door
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
e
Back Alley
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
e
Eastbridge Avenue
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong >
n
n
Eastbridge Avenue
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Strong > Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

w
* R HP:Wounded SP:Strong MV:Tiring >
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Stone Street
Akella - Side Alley
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Tiring >
w
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
The Whitebridge town crier stands here, spreading the news.

* R HP:Wounded SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!
1
k dark
You barely strike *Byrg*'s left arm.

emb
* R HP:Wounded SP:Strong MV:Tiring - Byrg: Beaten >
*Byrg* swirls about with a gleaming black longsword, slicing across your body! -- This is annoying.
*Byrg* tries to slash you, but you parry successfully.
You strike *Byrg*'s right leg.
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Strong MV:Tiring - Byrg: Beaten >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-
*Byrg* panics, and attempts to flee!
=
*Byrg* leaves up riding a shadow stallion. uu
+**+=- -=
You are no longer fighting that opponent!

* R HP:Wounded SP:Strong MV:Tiring >
u
1
k dark
Foot of the White Bridge
[ obvious exits: U D ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Wounded SP:Strong MV:Tiring > They aren't here.

* R HP:Wounded SP:Strong MV:Tiring >

The night has begun.
(tic_timer): Tic length updated to: 60.593 seconds.
You cough and shiver.

* R HP:Wounded SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Foot of the White Bridge
Akella - Side Alley
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Strong >
d
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Tiring >
tell akella go 1w 1n 1e 1s
You tell Akella 'go 1w 1n 1e 1s' -- Trying to get her inside to common room and Selaana.

* R HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - Side Alley

* R HP:Wounded SP:Strong MV:Tiring >
sc
emb
You have 170(271) hit, 79(156) saidar and 109(146) movement points.
You have scored 108615981 experience points and 392 quest points.
You need 1727203382 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Wounded SP:Strong MV:Tiring >
You are already in touch with saidar, can't you feel it?

* R HP:Wounded SP:Strong MV:Tiring >
stat
You are a 363 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 16.9 lbs, peanuts. MUD BMI: 0.35.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 124, Dodging bonus: 145, Parrying bonus: 182. Total Defence: 327
Your mood is: Wimpy. You will flee below: 131 Hit Points
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SOURCE
- POISON
- LIGHT BALL
- ARMOR
- NO QUIT
- NOTICE

cps
channel 'cure poison' Sarinda
* R HP:Wounded SP:Strong MV:Tiring >
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
You lost control of Saidar!

* R HP:Wounded SP:Good MV:Tiring >
cps
channel 'cure poison' Sarinda
You begin to weave the appropriate flows...

You cough and shiver.
-=+**+=- -=+
*Byrg* has arrived from above, riding a shadow stallion.
**
*Byrg* tries to slash you, but you parry successfully.
+=
Akella tells you 'Done'
-
Ok.
You feel the toxins in your blood beginning to fade.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
1
k dark
You barely strike *Byrg*'s left arm.
You do the best you can!

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
rel
Ok. -- Not sure why I released here. I don't think tick was that close.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
emb

You dodge a bash from *Byrg* who loses his balance and falls!

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-=+*

A city lamplighter has arrived from the east.
*+=
*Byrg* clambers to his feet.
-
*Byrg* panics, and attempts to flee!
*Byrg* leaves north riding a shadow stallion. ^^
-
j
channel 'flame strike' h.dark=
You are no longer fighting that opponent!

* R HP:Wounded SP:Good MV:Tiring >
Nobody here by that name.

* R HP:Wounded SP:Good MV:Tiring >
rel
Ok.

* R HP:Wounded SP:Good MV:Tiring >
whe
Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Magnificent Square
You see signs of enemies nearby.

* R HP:Wounded SP:Good MV:Tiring >
l

*Byrg* has arrived from the north, riding a shadow stallion.

* R HP:Wounded SP:Good MV:Tiring > *Byrg* tries to slash you, but you deflect the blow.
Magnificent Square
The broad, milk-white arch that gives the town its name dominates
Whitebridge as much close up as it does from afar. The eastern foot of the
White Bridge settles down right in the middle of a large town square, and
extends up and off to the west. The square is paved with even flagstones,
worn down by generations of feet and wagon wheels. Shops and inns dot the
square and the surrounding streets, which lead off in every direction. A
large banner has been attached to a staff, depicting a map of Whitebridge.
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Byrg* is here, fighting YOU!, riding a shadow stallion.
A city lamplighter stands nearby, attending his duties.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
whe
A city lamplighter joins your fight!
Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Magnificent Square
You see signs of enemies nearby.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
cmw
change mood wimpy
dism
A city lamplighter barely hits Byrg's right leg.
You strike *Byrg*'s left arm.
Mood changed to: Wimpy

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
You stop riding him.

* HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

*Byrg* sends you sprawling with a powerful bash!

* HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

(tic_timer): Tic in 7 seconds!

A city lamplighter barely tickles Byrg's body with his hit.
*Byrg* tries to slash you, but you parry successfully.

* HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

The Watchman has arrived from the east.
*Byrg* panics, and attempts to flee!

* HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

*Byrg* leaves south riding a shadow stallion. vv

* HP:Wounded SP:Good MV:Tiring >
emb
1
k dark
The Watchman leaves south. vv
You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Good MV:Tiring >
They aren't here.

* HP:Wounded SP:Good MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Tiring >
The Watchman has arrived from the north.

* HP:Wounded SP:Good MV:Tiring >
They aren't here.

* HP:Wounded SP:Good MV:Tiring >
sc
The Watchman stops using a lantern.
A city lamplighter lights a streetlamp.
(tic_timer): Tic length updated to: 60.481 seconds.
A city lamplighter leaves west. <<
You have 178(271) hit, 54(156) saidar and 129(146) movement points.
You have scored 108615981 experience points and 392 quest points.
You need 1727203382 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

rel
* HP:Wounded SP:Good MV:Strong >
Ok.

* HP:Wounded SP:Good MV:Strong >
emb

The Watchman leaves east. >>

* HP:Wounded SP:Good MV:Strong >
whe
You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Good MV:Strong > Players in your Zone
--------------------
Akella - Stone Street
Sarinda - Magnificent Square
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >

The Watchman has arrived from the south.
The Watchman has arrived from the south.

* HP:Wounded SP:Good MV:Strong >
e
The Watchman leaves east. >>
The Watchman leaves east. >>
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* HP:Wounded SP:Good MV:Strong >
e
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
Akella of Two Rivers is standing here, riding a warhorse.

* HP:Wounded SP:Good MV:Strong >
The Watchman has arrived from the west.
The Watchman has arrived from the west.

* HP:Wounded SP:Good MV:Strong >

The Watchman stops using a lantern.

* HP:Wounded SP:Good MV:Strong >
s
The Wayfarer's Rest Inn
[ obvious exits: N S ]
Zone: Whitebridge
Door south: common
Bartrim the innkeeper stands sullenly about.
Ack, you lost Akella!

* HP:Wounded SP:Good MV:Strong >
n
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
Akella of Two Rivers is standing here, riding a warhorse.

* HP:Wounded SP:Good MV:Strong >
say dismount
You say 'dismount'

* HP:Wounded SP:Good MV:Strong >
w
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Akella has arrived from the east, riding a warhorse.

* HP:Wounded SP:Good MV:Strong > Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently.
The Whitebridge town crier stands here, spreading the news.
Akella has arrived from the east, riding a warhorse.

* HP:Wounded SP:Good MV:Strong >

Akella stops riding a warhorse.

* HP:Wounded SP:Good MV:Strong >
lead 1.warhorse
lead 1.warhorse
You start leading him.
A warhorse starts following you.

* HP:Wounded SP:Good MV:Strong > You're already leading it!

* HP:Wounded SP:Good MV:Strong >
lead 2.warhorse
lead 2.warhorse
lead 2.warhorse
A warhorse has an indifferent look.

* HP:Wounded SP:Good MV:Strong > A warhorse has an indifferent look.

* HP:Wounded SP:Good MV:Strong >
You start leading him.
A warhorse starts following you.

* HP:Wounded SP:Good MV:Strong >
lead 2.warhorse
You're already leading it!

whe
* HP:Wounded SP:Good MV:Strong >
Players in your Zone
--------------------
Akella - Magnificent Square
Sarinda - Magnificent Square
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
rel
Ok.

e
* HP:Wounded SP:Good MV:Strong >
e
s
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
The corpse of a rat is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse has arrived from the west.
A warhorse has arrived from the west.
Akella has arrived from the west.

* HP:Wounded SP:Good MV:Strong > Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A warhorse has arrived from the west.
A warhorse has arrived from the west.
Akella has arrived from the west.

* HP:Wounded SP:Good MV:Tiring >
The Wayfarer's Rest Inn
[ obvious exits: N S ]
Zone: Whitebridge
Door south: common
Bartrim the innkeeper stands sullenly about.
A warhorse has arrived from the north.
A warhorse has arrived from the north.
Akella has arrived from the north.

* HP:Wounded SP:Good MV:Tiring >
s
The Common Room
[ obvious exits: N ]
Zone: Whitebridge
Door north: common
Door south: window
Selaana is standing here.
Selaana is surrounded by a shimmering white aura!
A man is here.
A bartender serves customers with a greedy smile.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.
A warhorse has arrived from the north.
A warhorse has arrived from the north.
Akella has arrived from the north.

* HP:Wounded SP:Good MV:Tiring >
say rest here
You say 'rest here'

* HP:Wounded SP:Good MV:Tiring >
l 1.warhorse
White as driven snow, eighteen hands tall at the shoulders, and clad in steel
armour, this is a horse of war. Trained for battle since birth, it is
invaluable for any warrior in the field. This stallion looks strong enough
to fight all day and ride all night for a week without pause.

A warhorse is in excellent condition.

* HP:Wounded SP:Good MV:Tiring >

Akella sits down and rests.

* HP:Wounded SP:Good MV:Tiring >
order 1.warhorse follow
Ok.
A warhorse stops following you.

* HP:Wounded SP:Good MV:Tiring >
n
The Wayfarer's Rest Inn
[ obvious exits: N S ]
Zone: Whitebridge
Door south: common
Bartrim the innkeeper stands sullenly about.
A warhorse has arrived from the south.

* HP:Wounded SP:Good MV:Tiring >
cds
close common s
Ok.

n
* HP:Wounded SP:Good MV:Tiring >
rh
ride warhorse
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A warhorse has arrived from the south.

* HP:Wounded SP:Good MV:Tiring > A warhorse stops following you.
You start riding him.


(Removed spam here.)


* R HP:Wounded SP:Good MV:Tiring >

*Byrg* has arrived from above, riding a shadow stallion.

n
* R HP:Wounded SP:Good MV:Tiring >
The Watchman has arrived from above.
The Watchman has arrived from above.
Wide Cross Street
[ obvious exits: N E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Good MV:Tiring >

*Byrg* has arrived from the south, riding a shadow stallion.

1
k dark
* R HP:Wounded SP:Good MV:Tiring >

(tic_timer): Tic in 7 seconds!
You strike *Byrg*'s right leg.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Wounded >
*Byrg* tries to slash you, but you parry successfully.
You barely strike *Byrg*'s body.
The Watchman has arrived from the south.
The Watchman has arrived from the south.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >
emb
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

The Watchman has arrived from the south.
*Byrg* panics, and attempts to flee!

* R HP:Wounded SP:Good MV:Tiring - Byrg: Battered >

The Watchman leaves north. ^^
The Watchman leaves north. ^^
The Watchman leaves north. ^^

1
k dark
* R HP:Wounded SP:Good MV:Tiring >
They aren't here.

* R HP:Wounded SP:Good MV:Tiring >
n
1
k dark

The Watchman has arrived from the south.

* R HP:Wounded SP:Good MV:Tiring > The North Gate of Whitebridge
[ obvious exits: N E S W ]
Zone: Whitebridge
Door north: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Good MV:Tiring >
They aren't here.

* R HP:Wounded SP:Good MV:Tiring >
whe
rel
Players in your Zone
--------------------
Sarinda - The North Gate of Whitebridge
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Wounded SP:Good MV:Strong >
Ok.


(Removed some spam here.)


Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Hurt SP:Strong MV:Strong > They aren't here.

* R HP:Hurt SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Strong >

*Byrg* has arrived from the east, riding a shadow stallion.

* R HP:Hurt SP:Strong MV:Strong >
yell I hate this city.
1
k dark
You bellow 'I hate this city.'

* R HP:Hurt SP:Strong MV:Strong > *Byrg* tries to slash you, but you deflect the blow.
You do the best you can!

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >
emb
You feel the flows of saidar coursing through your body.

fb
channel 'fireball'
* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >
You begin to weave the appropriate flows...
-=+**+=

*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >

*Byrg* slashes your left arm into bloody fragments!

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >
*Byrg* hisses 'dont we all'

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >

Byrg assumes an offensive striking posture.

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >

*Byrg* tries to slash you, but you parry successfully.

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded >
chu
f
You chuckle politely.

* R HP:Hurt SP:Strong MV:Strong - Byrg: Wounded > You panic and attempt to
flee!


You flee head over heels.
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong >
e
e
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong > Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Strong >
emb
You are already in touch with saidar, can't you feel it?

w;b
channel 'fireball' h.dark
* R HP:Hurt SP:Strong MV:Strong >
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong > Nobody here by that name.

* R HP:Hurt SP:Strong MV:Strong >
w;b
channel 'fireball' h.dark
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong > Nobody here by that name.

* R HP:Hurt SP:Strong MV:Strong >
w;b
channel 'fireball' h.dark
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
The Whitebridge town crier stands here, spreading the news.

* R HP:Hurt SP:Strong MV:Strong > You begin to weave the appropriate flows...
-=+*
*Byrg* leaves east riding a shadow stallion. >>
*+=- -=
Your target is no longer here!

* R HP:Hurt SP:Strong MV:Strong >
w
Stone Street Under the White Bridge
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor.

* R HP:Hurt SP:Strong MV:Strong >
e
b
channel 'fireball' h.dark
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Hurt SP:Strong MV:Strong > Nobody here by that name.

* R HP:Hurt SP:Strong MV:Strong >
e;b
channel 'fireball' h.dark
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong > Nobody here by that name.

* R HP:Hurt SP:Strong MV:Strong >
e;b
channel 'fireball' h.dark
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Strong > Byrg bellows 'its literally like... some of
the worst callmob anywhere'
Nobody here by that name.

* R HP:Hurt SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Stone Street
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Strong >
e;b
channel 'fireball' h.dark
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Hurt SP:Strong MV:Strong > You begin to weave the appropriate flows...
-=+
*Byrg* tries to slash you, but you parry successfully.
**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* R HP:Hurt SP:Good MV:Strong - Byrg: Wounded >
b
channel 'fireball' h.dark
You begin to weave the appropriate flows...


*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* R HP:Hurt SP:Good MV:Strong - Byrg: Wounded >

*Byrg* slashes your body into bloody fragments!

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >
cmw
change mood wimpy

*Byrg* slashes your body into bloody fragments!

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >
rel
Mood changed to: Wimpy

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded > Ok.

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >

You barely strike *Byrg*'s head.

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >
f
You panic and attempt to flee!


You flee head over heels.
Eastbridge Avenue
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Good MV:Strong >

(tic_timer): Tic in 7 seconds!
n;
b
channel 'fireball' h.dark
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Wounded SP:Good MV:Strong >
*Byrg* tries to slash you, but you deflect the blow.
You aren't in touch with saidar to channel it.

* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >
emb

You strike *Byrg*'s body.
*Byrg* tries to slash you, but you parry successfully.
*Byrg* panics, and attempts to flee!

b
channel 'fireball' h.dark
* R HP:Wounded SP:Good MV:Strong - Byrg: Wounded >
*Byrg* leaves east riding a shadow stallion. >>
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Good MV:Strong >
Nobody here by that name.

* R HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* R HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* R HP:Wounded SP:Good MV:Full >
1
k dark
They aren't here.

1
k dark
* R HP:Wounded SP:Good MV:Full >
They aren't here.

not
* R HP:Wounded SP:Good MV:Full >
You start paying increased attention to your surroundings.

w
* R HP:Wounded SP:Good MV:Full >
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

1
k dark
* R HP:Wounded SP:Good MV:Full >
They aren't here.

* R HP:Wounded SP:Good MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Stone Street
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Wounded SP:Good MV:Full >
rel
Ok.

* R HP:Wounded SP:Good MV:Full >
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Wounded SP:Good MV:Full >
w
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Wounded SP:Good MV:Strong >
w
Stone Street Under the White Bridge
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor.

dism
* R HP:Wounded SP:Good MV:Strong >
You stop riding him.

1
k dark
* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong > They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong >
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Stone Street Under the White Bridge
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Stone Street Under the White Bridge
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
1
k dark
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong > They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
tf He is in the city still
tell Akella He is in the city still
1
k dark
You tell Akella 'He is in the city still'

* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Stone Street Under the White Bridge
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
e
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Whitebridge town crier stands here, spreading the news.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

rel
* HP:Wounded SP:Good MV:Strong >
1
k dark
Byrg bellows 'so many watchman'
You aren't in touch with saidar to release anything.

* HP:Wounded SP:Good MV:Strong > They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

* HP:Wounded SP:Good MV:Strong >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Good MV:Strong >
They aren't here.

* HP:Wounded SP:Good MV:Strong >
narr Your head would secure my rank as Elder Sister, you know
whe
You narrate 'Your head would secure my rank as Elder Sister, you know' -- Just realized I narrated this instead of yelling :(

* HP:Wounded SP:Good MV:Strong > Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >
rel
You aren't in touch with saidar to release anything.

* HP:Wounded SP:Good MV:Strong >
sc
You have 188(271) hit and 127(146) movement points.
You have scored 108613049 experience points and 392 quest points.
You need 1727206314 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* HP:Wounded SP:Good MV:Strong >
sc
You have 188(271) hit and 127(146) movement points.
You have scored 108613049 experience points and 392 quest points.
You need 1727206314 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* HP:Wounded SP:Good MV:Strong >

(tic_timer): Tic in 7 seconds!
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Good MV:Strong >

Akella tells you 'I hear him bellowing in rage. Should I stab him with my dagger? The element of
surprise is with me...' -- Akella is level 5 at this point :P

* HP:Wounded SP:Good MV:Strong >
rep Hah
You reply to Akella 'Hah'

* HP:Wounded SP:Strong MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Fresh >
rep He will kill you.
whe
You reply to Akella 'He will kill you.'

* HP:Wounded SP:Strong MV:Fresh >
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Fresh >
cmw
change mood wimpy
Mood changed to: Wimpy

* HP:Wounded SP:Strong MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Fresh >
l
Magnificent Square
The broad, milk-white arch that gives the town its name dominates
Whitebridge as much close up as it does from afar. The eastern foot of the
White Bridge settles down right in the middle of a large town square, and
extends up and off to the west. The square is paved with even flagstones,
worn down by generations of feet and wagon wheels. Shops and inns dot the
square and the surrounding streets, which lead off in every direction. A
large banner has been attached to a staff, depicting a map of Whitebridge.
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The Whitebridge town crier stands here, spreading the news.

* HP:Wounded SP:Strong MV:Fresh >
w
Stone Street Under the White Bridge
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently.

* HP:Wounded SP:Strong MV:Full >
rh
ride warhorse
You start riding him.

w
* R HP:Wounded SP:Strong MV:Full >
Stone Street Under the White Bridge
[ obvious exits: E W ]
Zone: Whitebridge
A small chimney puffs smoke from the roof of a brush wagon.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
A tall, muscular man wearing the cloak of the Queen's Guard of Andor is here.
Captain Tallanvor stands ready to defend Andor.
A city lamplighter stands nearby, attending his duties.
A young blacksmith is here, looking for work.

* R HP:Wounded SP:Strong MV:Full >
w
Stone Street by the Docks
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sailor is here.

* R HP:Wounded SP:Strong MV:Full >
sps
emb
score
release
You feel the flows of saidar coursing through your body.

* R HP:Wounded SP:Strong MV:Full > A sailor stops using a torch.
You have 199(271) hit, 88(156) saidar and 141(146) movement points.
You have scored 108613049 experience points and 392 quest points.
You need 1727206314 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Wounded SP:Strong MV:Full >
Ok.

* R HP:Wounded SP:Strong MV:Full >
w
The Pier
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Miloh lounges alongside the road, scratching his beard.

* R HP:Wounded SP:Strong MV:Full >

Akella tells you 'Details...'

* R HP:Wounded SP:Strong MV:Full >
not
whe
You stop paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Full >
Players in your Zone
--------------------
Sarinda - The Pier
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Wounded SP:Strong MV:Full >
w
Whitebridge Docks
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
The fishmonger is here, hoping to buy your catch.

* R HP:Wounded SP:Strong MV:Full >
e
The Pier
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
Miloh lounges alongside the road, scratching his beard.

* R HP:Wounded SP:Strong MV:Full >
e
Stone Street by the Docks
[ obvious exits: N E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sailor is here.

n
* R HP:Wounded SP:Strong MV:Full >
Wharf Road
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sailor is here.

* R HP:Wounded SP:Strong MV:Full >

A sailor stops using a torch.

n
* R HP:Hurt SP:Strong MV:Full >
Wharf Road
[ obvious exits: E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
e
n
Twist in the Road
[ obvious exits: N W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full > Twist in the Road
[ obvious exits: E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
e
Paved Stone Street
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Paved Stone Street
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Full >
e
The North Gate of Whitebridge
[ obvious exits: N E S W ]
Zone: Whitebridge
Door north: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
e
Paved Stone Street
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Hurt SP:Strong MV:Full >
Bend in the Road
[ obvious exits: S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
e
Alas, you cannot go that way...

s
* R HP:Hurt SP:Strong MV:Full >
Eastbridge Avenue
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
s
Eastbridge Avenue
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

s
* R HP:Hurt SP:Strong MV:Full >
The Watchman leaves north. ^^
The Watchman leaves north. ^^
The Watchman leaves west. <<
The Watchman stops using a lantern.

* R HP:Hurt SP:Strong MV:Full >
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
n
Eastbridge Avenue
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Strong MV:Full >
n
Eastbridge Avenue
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

n
* R HP:Hurt SP:Strong MV:Full >
w
Bend in the Road
[ obvious exits: S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Hurt SP:Strong MV:Full > Paved Stone Street
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
The North Gate of Whitebridge
[ obvious exits: N E S W ]
Zone: Whitebridge
Door north: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full >
s
s
Wide Cross Street
[ obvious exits: N E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Strong MV:Full > Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

1
k dark
* R HP:Hurt SP:Strong MV:Full >
They aren't here.

* R HP:Hurt SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Full >
save
Saving Sarinda.

* R HP:Hurt SP:Strong MV:Full >

*Byrg* has arrived from above, riding a shadow stallion.

* R HP:Hurt SP:Strong MV:Full >
s
Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Hurt SP:Strong MV:Full >
1
k dark
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

emb
* R HP:Hurt SP:Strong MV:Full >
They aren't here.

* R HP:Hurt SP:Strong MV:Full > You feel the flows of saidar coursing through your body.

* R HP:Hurt SP:Strong MV:Full >
emb
You are already in touch with saidar, can't you feel it?

* R HP:Hurt SP:Strong MV:Full >
1
k dark
They aren't here.

1
k dark
* R HP:Hurt SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Hurt SP:Strong MV:Full > They aren't here.

* R HP:Hurt SP:Strong MV:Full >
whe

(tic_timer): Tic in 7 seconds!
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Full >
1
k dark
They aren't here.

* R HP:Hurt SP:Strong MV:Full >
1
k dark

Byrg bellows '!'

* R HP:Hurt SP:Strong MV:Full >
They aren't here.

rel
* R HP:Hurt SP:Strong MV:Full >
Ok.

* R HP:Hurt SP:Strong MV:Full >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Full >
sc
You have 220(271) hit and 146(146) movement points.
You have scored 108613049 experience points and 392 quest points.
You need 1727206314 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 6 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Hurt SP:Strong MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Strong MV:Fresh >


-- Removing spam to keep the log a little more succinct.


w
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Hurt SP:Strong MV:Fresh >
dh
diagnose warhorse

*Byrg* has arrived from the east, riding a shadow stallion.

* R HP:Hurt SP:Strong MV:Fresh >

*Byrg* tries to slash you, but you deflect the blow.

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >

You tickle *Byrg*'s left leg with your strike.

emb
* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
You feel the flows of saidar coursing through your body.

1
k dark
* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
You do the best you can!

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
j
channel 'flame strike' h.dark

*Byrg* sends you sprawling with a powerful bash!

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >

*Byrg* slashes your head extremely hard.

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
weath

*Byrg* tries to slash you, but you deflect the blow.

b
channel 'fireball' h.dark
* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
You begin to weave the appropriate flows...

Cancelled.
The temperature is about 60 degrees.
The sky is cloudy, and a mild wind comes from the north.

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Hurt >
You barely strike *Byrg*'s head.
*Byrg* tries to slash you, but you deflect the blow.
You begin to weave the appropriate flows...
-=+**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Wounded >

You dodge a bash from *Byrg* who loses his balance and falls!

* R HP:Hurt SP:Strong MV:Fresh - Byrg: Wounded >
b
channel 'fireball' h.dark
You begin to weave the appropriate flows...
-=+**+=-

(tic_timer): Tic in 7 seconds! -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Wounded >

You strike *Byrg*'s right leg.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Wounded >

You dodge a bash from *Byrg* who loses his balance and falls!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Wounded >
b
channel 'fireball' h.dark
You begin to weave the appropriate flows...
-=+**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
rel
*Byrg* panics, and attempts to flee!
Ok.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
*Byrg* leaves south riding a shadow stallion. vv

* R HP:Hurt SP:Good MV:Fresh >
s
1
k dark
Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Hurt SP:Good MV:Fresh > You strike *Byrg*'s right hand.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >

*Byrg* panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >

*Byrg* tries to slash you, but you parry successfully.
You strike *Byrg*'s head.
*Byrg* leaves south riding a shadow stallion. vv

* R HP:Hurt SP:Good MV:Fresh >
s
1
k dark
The Starling arrives at the docks.

Wide Cross Street
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh > They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
w
w
Winding Street
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A little girl plays here.
A man meanders here, quietly speaking to himself.

w
* R HP:Hurt SP:Good MV:Fresh > Winding Street
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
Wharf Road
[ obvious exits: N E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

s
* R HP:Hurt SP:Good MV:Fresh >
Wharf Road
[ obvious exits: N E S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
s
Bend Along the Wall
[ obvious exits: N E ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Hurt SP:Good MV:Fresh >
e

Byrg bellows 'you know whats more dumb'

* R HP:Hurt SP:Good MV:Fresh > Open Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
e
Under the Leatherleaf Trees
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh > Whitebridge Park
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
An Illuminator's assistant stands here carrying some colored tubes.

* R HP:Hurt SP:Good MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Whitebridge Park
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Good MV:Fresh >

Byrg bellows 'FIREBALLS'

* R HP:Hurt SP:Good MV:Fresh >
n
Wide Cross Street
[ obvious exits: N S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
n

Byrg bellows ':('

* R HP:Hurt SP:Good MV:Fresh > Wide Cross Street
[ obvious exits: N S ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
n
Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.
A rat has arrived from the south.

* R HP:Hurt SP:Good MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Magnificent Square
Akella - The Common Room
You see signs of enemies nearby.

n
Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

whe
* R HP:Hurt SP:Good MV:Full >
Players in your Zone
--------------------
Sarinda - Inside the Gate
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Good MV:Full >
1
k dark
The sun rises.
(tic_timer): Tic length updated to: 60.336 seconds.
The flows holding the light ball have dissipated.
You suddenly feel less protected.
*Byrg* tries to slash you, but you parry successfully.
You do the best you can!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
emb

*Byrg* panics, and attempts to flee!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
f
You feel the flows of saidar coursing through your body.

* R HP:Hurt SP:Good MV:Fresh > Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

* R HP:Hurt SP:Good MV:Fresh >

The Whitebridge town crier bellows 'Hear ye! Hear ye! One and all!!!'
The Whitebridge town crier bellows 'My jobs need doing, come do them all!!!'
The Whitebridge town crier bellows 'I'll pay you money, so hear my call!!!'

* R HP:Hurt SP:Good MV:Fresh >
1
k dark
They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
w
w
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh > Magnificent Square
[ obvious exits: N E S W U ]
Zone: Whitebridge
The corpse of a rat is lying here.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The Whitebridge town crier stands here, spreading the news.

* R HP:Hurt SP:Good MV:Fresh >
emb
as
channel 'armor' Sarinda
You are already in touch with saidar, can't you feel it?

* R HP:Hurt SP:Good MV:Fresh > You begin to weave the appropriate flows...
-=+*
Ok.
You weave flows of Spirit around yourself, and you feel protected.

* R HP:Hurt SP:Good MV:Fresh >
lb
channel 'light ball'
You begin to weave the appropriate flows...
-=+*
Ok.
The room becomes brighter as you create a sphere of light above your hand.

* R HP:Hurt SP:Good MV:Fresh >
rel
Ok.

* R HP:Hurt SP:Good MV:Fresh >
e
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt SP:Good MV:Fresh >
e
e
Stone Street
[ obvious exits: E S W ]
Zone: Whitebridge
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A town watchman is here, patrolling the city.

1
k dark
* R HP:Hurt SP:Good MV:Fresh > Inside the Gate
[ obvious exits: N E S W ]
Zone: Whitebridge
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A city lamplighter stands nearby, attending his duties.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Hurt SP:Good MV:Fresh >
*Byrg* tries to slash you, but you deflect the blow.
You do the best you can!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >

You barely strike *Byrg*'s body.
A city lamplighter joins your fight!
*Byrg* tries to slash you, but you parry successfully.

emb
* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
You feel the flows of saidar coursing through your body.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >

Akella tells you 'No I can wait a few more minutes. I am looking online to decide what to train.'

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
1
k dark
You do the best you can!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
A city lamplighter barely tickles Byrg's body with his hit.
You strike *Byrg*'s left arm.

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >

You dodge a bash from *Byrg* who loses his balance and falls!

* R HP:Hurt SP:Good MV:Fresh - Byrg: Battered >
fb
channel 'fireball'
You begin to weave the appropriate flows...
-=+*

A city lamplighter tickles Byrg's body with his hit.
*+
*Byrg* panics, and attempts to flee!
=- -=
You are no longer fighting that opponent!

* R HP:Hurt SP:Good MV:Fresh >

*Byrg* has arrived from the south, riding a shadow stallion.

1
k dark
* R HP:Hurt SP:Good MV:Fresh >
*Byrg* leaves east riding a shadow stallion. >>
They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
e
1
k dark
Outside the Gates of Whitebridge
[ obvious exits: E W ]
Zone: Whitebridge
Door west: gate
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* R HP:Hurt SP:Good MV:Fresh > They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
1
k dark
They aren't here.

1
k dark
* R HP:Hurt SP:Good MV:Fresh >
They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
1
k dark
They aren't here.

* R HP:Hurt SP:Good MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Outside the Gates of Whitebridge
Akella - The Common Room
You see signs of enemies nearby.

* R HP:Hurt SP:Good MV:Fresh >
e
1
k dark
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.

* R HP:Scratched SP:Good MV:Fresh > *Byrg* tries to slash you, but you parry successfully.
You do the best you can!

* R HP:Scratched SP:Good MV:Fresh - Byrg: Battered >
fb
channel 'fireball'

You barely strike *Byrg*'s body.

* R HP:Scratched SP:Good MV:Fresh - Byrg: Battered > You begin to weave the
appropriate flows...
-=+**+=-
You dodge a bash from *Byrg* who loses his balance and falls!

fb
channel 'fireball'-=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* R HP:Scratched SP:Good MV:Fresh - Byrg: Beaten >
You begin to weave the appropriate flows...
-=+**+=
*Byrg* gazes deeply into your soul.. very chilling.
You feel very paranoid about your surroundings.
*Byrg* tries to slash you, but you deflect the blow.
*Byrg* panics, and attempts to flee!
- -=
*Byrg* leaves east riding a shadow stallion. >>
You are no longer fighting that opponent!

* R HP:Scratched SP:Good MV:Fresh >
e
1
k dark
Caemlyn Road
[ obvious exits: E S W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Fresh > They aren't here.

* R HP:Scratched SP:Good MV:Fresh >
e
Caemlyn Road
[ obvious exits: E W ]
Zone: Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

1
k dark
* R HP:Scratched SP:Good MV:Fresh >
They aren't here.

* R HP:Scratched SP:Good MV:Fresh >
rel
Ok.

* R HP:Scratched SP:Good MV:Fresh >
e
Caemlyn Road by the Braem Wood
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Fresh >
e
Caemlyn Road by the Braem Wood
[ obvious exits: N E W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Fresh >
whe
Players in your Zone
--------------------
Sarinda - Caemlyn Road by the Braem Wood

* R HP:Scratched SP:Good MV:Fresh >
n
1
k dark
Higher Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door down: pebble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Scratched SP:Good MV:Fresh > They aren't here.

* R HP:Scratched SP:Good MV:Fresh >
w
Broken Path
[ obvious exits: N E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hunter from Illian searches for the fabled Horn of Valere.

* R HP:Scratched SP:Good MV:Fresh >
s
Caemlyn Road by the Braem Wood
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

ts
track shadow
* R HP:Scratched SP:Good MV:Fresh >


(tic_timer): Tic in 7 seconds! -=+**+
Some obvious fresh tracks of a shadow stallion (ridden) leaving east.
Some obvious almost day-old tracks of a shadow stallion (ridden) leaving south.
Some obvious almost day-old tracks of a shadow stallion (ridden) leaving east.
Some obvious almost day-old tracks of a shadow stallion (ridden) leaving west.

* R HP:Scratched SP:Good MV:Full >
e
e
Caemlyn Road by the Braem Wood
[ obvious exits: N E W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > Caemlyn Road by the Braem Wood
[ obvious exits: N S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
s
e
Caemlyn Road
[ obvious exits: N E ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Good MV:Full >
Caemlyn Road
[ obvious exits: N W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Scratched SP:Good MV:Full > Caemlyn Road
[ obvious exits: E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
Bend in the Road
[ obvious exits: N W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

ts
track shadow
* R HP:Scratched SP:Good MV:Full >
-
The day has begun.
(tic_timer): Tic length updated to: 60.452 seconds.
=+**+
Some clear almost day-old tracks of a shadow stallion (ridden) leaving west.
Some clear almost day-old tracks of a shadow stallion (ridden) leaving west.
Some clear almost day-old tracks of a shadow stallion (ridden) leaving west.

* R HP:Scratched SP:Good MV:Full >

*Byrg* leaves north riding a shadow stallion. ^^ -- At this point I know he is likely to go a couple of places, probably a Shadowspawn patrol where he knows that bashing me once could potentially kill me. I know he's low Beaten so I try to track him down and figure out where to go after him.

* R HP:Scratched SP:Good MV:Full >
w
Caemlyn Road
[ obvious exits: E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
e
1
k dark
Bend in the Road
[ obvious exits: N W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > They aren't here.

* R HP:Scratched SP:Good MV:Full >
n
1
k dark
Bend in the Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
Door west: wellgate
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > They aren't here.

* R HP:Scratched SP:Good MV:Full >
e
e
Bend in the Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > Edge of the Woods
[ obvious exits: N E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A spotted jaguar opens its eyes lazily.

* R HP:Scratched SP:Good MV:Full >
e
n
Low Bushes
[ obvious exits: N S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

ts
track shadow
* R HP:Scratched SP:Good MV:Full > Woodlands
[ obvious exits: E S W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
-=+**+
Some obvious fresh tracks of a shadow stallion (ridden) leaving east.
Some obvious almost day-old tracks of a shadow stallion (ridden) leaving south.
Some clear almost day-old tracks of a shadow stallion (ridden) leaving south.

* R HP:Scratched SP:Good MV:Full >
e
n
Woodland Path
[ obvious exits: N E W ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.

* R HP:Scratched SP:Good MV:Full >
e
e
Along a Wooded Path
[ obvious exits: E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > A Dry Pond
[ obvious exits: E W ]
Zone: Caemlyn Road East of Whitebridge
Door north: bush
A fallen tree lies upon the ground, seemingly chopped down in haste.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
In a Quiet Valley
[ obvious exits: N E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
n
e
In a Quiet Valley
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Scratched SP:Good MV:Full >
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full > In a Quiet Valley
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
whe
Players in your Zone
--------------------
Sarinda - In a Quiet Valley

* R HP:Scratched SP:Good MV:Full >
n
n
East of a Plateau
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Scratched SP:Good MV:Full > Braem Wood
[ obvious exits: N E S D ]
Zone: Braem Wood
Door east: fallentree
A warhorse is here, stamping his feet impatiently, being ridden by you.
A plump pheasant is here flying around.

* R HP:Scratched SP:Good MV:Full >
n
Crossing a Log
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Full >
n
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: woods
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Strong >
ode
open woods e
e
It's already open!

* R HP:Scratched SP:Good MV:Strong > Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Good MV:Strong >
n
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.


-- Hmm, not here. I'm surprised, I thought he would have come here.


-- Edited the following to tweak for brevity and remove spam.


A Windy Cliff
[ obvious exits: U D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Tiring >
Byrg bellows '!'

* R HP:Scratched SP:Strong MV:Tiring >
whe

You feel less paranoid.

Players in your Zone
--------------------
Sarinda - A Windy Cliff
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
d
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
s
w
In a Quiet Valley
[ obvious exits: N W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
In a Quiet Valley
[ obvious exits: N E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >

Byrg bellows 'and then run normal places later'

* R HP:Scratched SP:Strong MV:Strong >
whe

Byrg bellows 'because reasons'

* R HP:Scratched SP:Strong MV:Strong > Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
rel
You aren't in touch with saidar to release anything.

* R HP:Scratched SP:Strong MV:Strong >
w
whe
A Dry Pond
[ obvious exits: E W ]
Zone: Caemlyn Road East of Whitebridge
Door north: bush
A fallen tree lies upon the ground, seemingly chopped down in haste.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong > Players in your Zone
--------------------
Sarinda - A Dry Pond

* R HP:Scratched SP:Strong MV:Strong >
e
In a Quiet Valley
[ obvious exits: N E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Strong MV:Strong >
In a Quiet Valley
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
n
In a Quiet Valley
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
n
West of a Plateau
[ obvious exits: N S ]
Zone: Braem Wood
Door west: brushwall
A warhorse is here, stamping his feet impatiently, being ridden by you.
A brawny lumberjack rests his hands on his axe here.

* R HP:Scratched SP:Strong MV:Strong >
l w
* R HP:Scratched SP:Strong MV:Strong >
odw
open brushwall w
w
I see no brushwall there.

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

* R HP:Scratched SP:Strong MV:Strong >
odw
open brushwall w
I see no brushwall there.

* R HP:Scratched SP:Strong MV:Strong >
s
In a Quiet Valley
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
s
In a Quiet Valley
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Scratched SP:Strong MV:Strong >
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
u
A Windy Cliff
[ obvious exits: U D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Strong MV:Strong >
u
Higher Braem Wood
[ obvious exits: N D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A timber wolf is here, snarling hungrily.
A raven is visible flying high in the sky.

1
k dark
* R HP:Scratched SP:Strong MV:Strong >
They aren't here.

* R HP:Scratched SP:Strong MV:Strong >
n
Higher Braem Wood
[ obvious exits: S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A timber wolf is here, snarling hungrily.

whe
* R HP:Scratched SP:Strong MV:Strong >
Players in your Zone
--------------------
Sarinda - Higher Braem Wood
You see signs of enemies nearby.

* R HP:Scratched SP:Strong MV:Strong >
w
Higher Braem Wood
[ obvious exits: E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
w
Higher Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
s
Higher Braem Wood
[ obvious exits: N S W D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is strong.

* R HP:Healthy SP:Strong MV:Tiring >
w
w
Higher Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door down: pebble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Tiring > Broken Path
[ obvious exits: N E S ]
Zone: Caemlyn Road East of Whitebridge
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hunter from Illian searches for the fabled Horn of Valere.

* R HP:Healthy SP:Strong MV:Tiring >
n
Ruins
[ obvious exits: N E S ]
Zone: Caemlyn Road East of Whitebridge
Door down: board
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
n
Higher Braem Wood
[ obvious exits: N E S D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
A raven is here flying around.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Higher Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >
A raven starts following you.

* R HP:Healthy SP:Strong MV:Tiring >
n
Higher Braem Wood
[ obvious exits: E S D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
A raven has arrived from the south.

* R HP:Healthy SP:Strong MV:Tiring >
emb
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Strong MV:Tiring >
rel
Ok.

* R HP:Healthy SP:Strong MV:Tiring >
e
s
Higher Braem Wood
[ obvious exits: S W ]
Zone: Braem Wood
Door down: gravel
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the west.

* R HP:Healthy SP:Strong MV:Tiring >
Higher Braem Wood
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A raven has arrived from the north.

* R HP:Healthy SP:Strong MV:Tiring >
f
Higher Braem Wood
[ obvious exits: S W ]
Zone: Braem Wood
Door down: gravel
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
w
Higher Braem Wood
[ obvious exits: E S D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.

s
* R HP:Healthy SP:Strong MV:Tiring >
Higher Braem Wood
[ obvious exits: N E S D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Tiring >
s
Ruins
[ obvious exits: N E S ]
Zone: Caemlyn Road East of Whitebridge
Door down: board
A warhorse is here, stamping his feet impatiently, being ridden by you.

whe
* R HP:Healthy SP:Strong MV:Tiring >
Players in your Zone
--------------------
Sarinda - Ruins

* R HP:Healthy SP:Strong MV:Tiring >
e
Higher Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A shaggy wolfish creature darts through the shadows.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

whe
* R HP:Healthy SP:Strong MV:Tiring >
Players in your Zone
--------------------
Sarinda - Higher Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!
e
Higher Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
s
Higher Braem Wood
[ obvious exits: N S W D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
n
e
Higher Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Healthy SP:Strong MV:Tiring >
s
Higher Braem Wood
[ obvious exits: E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
d
Higher Braem Wood
[ obvious exits: S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A timber wolf is here, snarling hungrily.

* R HP:Healthy SP:Strong MV:Tiring >
Higher Braem Wood
[ obvious exits: N D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A timber wolf is here, snarling hungrily.
A raven is visible flying high in the sky.

* R HP:Healthy SP:Strong MV:Tiring >
A Windy Cliff
[ obvious exits: U D ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
dh
diagnose warhorse
A warhorse is in excellent condition.
A warhorse is fresh.

* R HP:Healthy SP:Strong MV:Strong >
d
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Strong >
s
In a Quiet Valley
[ obvious exits: N W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Strong >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Strong >
w
In a Quiet Valley
[ obvious exits: N E W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
n
In a Quiet Valley
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Strong >
yell If not for zone sense
You bellow 'If not for zone sense'

e
* R HP:Healthy SP:Strong MV:Strong >
In a Quiet Valley
[ obvious exits: E S W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Healthy SP:Strong MV:Tiring >
In a Quiet Valley
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
yell I wouldn't even know you were still here
s
You bellow 'I wouldn't even know you were still here'

* R HP:Healthy SP:Strong MV:Tiring >
In a Quiet Valley
[ obvious exits: N ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows 'snicker'

whe
* R HP:Healthy SP:Strong MV:Tiring >
Players in your Zone
--------------------
Sarinda - In a Quiet Valley
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >
n
n
In a Quiet Valley
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring > East of a Plateau
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A badger is rummaging about, looking for stuff to eat.

* R HP:Healthy SP:Strong MV:Tiring >
n

Byrg bellows 'i havent moved!' -- Well that's embarassing. Trying to learn how to chase better and tried a few common chokes and callout points, including Braem Fade, but no luck.


* R HP:Healthy SP:Strong MV:Tiring > Braem Wood
[ obvious exits: N E S D ]
Zone: Braem Wood
Door east: fallentree
A warhorse is here, stamping his feet impatiently, being ridden by you.
A plump pheasant is visible flying high in the sky.

* R HP:Healthy SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows 'in like 2min!'

* R HP:Healthy SP:Strong MV:Tiring >
yell Hah
You bellow 'Hah'

whe
* R HP:Healthy SP:Strong MV:Tiring >
Players in your Zone
--------------------
Sarinda - Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >
n
Crossing a Log
[ obvious exits: N S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Tiring >
n
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: woods
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Healthy SP:Strong MV:Tiring >
Braem Wood
[ obvious exits: N S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A green woodpecker is here flying around.

* R HP:Healthy SP:Strong MV:Tiring >

A green woodpecker flaps his wings as he comes in to land nearby.

* R HP:Healthy SP:Strong MV:Tiring >
yell Thanks for making the play experience more immersive for the newbie
You bellow 'Thanks for making the play experience more immersive for the newbie'

w
* R HP:Healthy SP:Strong MV:Tiring >
Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >
s
Braem Wood
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
sc
You have 271(271) hit and 101(146) movement points.
You have scored 108613049 experience points and 392 quest points.
You need 1727206314 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 7 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

rel
* R HP:Healthy SP:Strong MV:Tiring >
You aren't in touch with saidar to release anything.

* R HP:Healthy SP:Strong MV:Tiring >
s
Byrg bellows ':D'
Braem Wood Stream
[ obvious exits: N E W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Braem Wood Stream
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >
u
A Windy Cliff
[ obvious exits: U D ]
Zone: Braem Wood
Door south: secret
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!

Byrg bellows 'you mean you dont always have fades run in and ask to be their friends!?'

* R HP:Healthy SP:Strong MV:Strong >
yell Future Tower member
You bellow 'Future Tower member'

* R HP:Healthy SP:Strong MV:Strong >
d
Braem Wood Stream
[ obvious exits: N E W U ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Strong >
n
e
Braem Wood
[ obvious exits: N E S ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong > Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: woods
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
ts
track shadow

Byrg bellows 'i shoulda killed it'
-=+**+
Byrg bellows '!'
Some obvious recent tracks of a shadow stallion (ridden) leaving east.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving north.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving east.
Some clear almost day-old tracks of a shadow stallion (ridden) leaving south.

* R HP:Healthy SP:Strong MV:Strong >
e
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Strong >
ts
track shadow
-=+**+
Some obvious recent tracks of a shadow stallion (ridden) leaving west.
Some obvious recent tracks of a shadow stallion (ridden) leaving north.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving north.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving north.

* R HP:Healthy SP:Strong MV:Strong >
n

Byrg bellows 'i tracked her damn horse instead of yours there, at first'

* R HP:Healthy SP:Strong MV:Strong > Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Healthy SP:Strong MV:Strong >
s

*Byrg* tries to slash you, but you parry successfully.

* R HP:Healthy SP:Strong MV:Strong - Byrg: Wounded > No way! You're fighting for your life!

* R HP:Healthy SP:Strong MV:Strong - Byrg: Wounded >
f
You panic and attempt to flee!


You flee head over heels.
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Strong MV:Tiring >
yell Finally
You bellow 'Finally'

* R HP:Healthy SP:Strong MV:Tiring >
e
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows 'see you looked here'

* R HP:Healthy SP:Strong MV:Tiring >
yell You weren't thre earlier
You bellow 'You weren't thre earlier'

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows 'but i was over there'

* R HP:Healthy SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Far in the Braem Wood
You see signs of enemies nearby.

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows 'and then i came back!'

* R HP:Healthy SP:Strong MV:Tiring >

Byrg bellows '*points*'

* R HP:Healthy SP:Strong MV:Tiring >
dism
You stop riding him.

emb
* HP:Healthy SP:Strong MV:Tiring >
You feel the flows of saidar coursing through your body.

n
* HP:Healthy SP:Strong MV:Tiring >
cmw
change mood wimpy
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood

* HP:Healthy SP:Strong MV:Tiring >
Mood changed to: Wimpy

* HP:Healthy SP:Strong MV:Tiring >
weath
The temperature is about 70 degrees.
The sky is cloudy, and a calm wind comes from the north.

* HP:Healthy SP:Strong MV:Tiring >
w;b
channel 'fireball' h.dark
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Healthy SP:Strong MV:Tiring > You begin to weave the appropriate flows...
-

(tic_timer): Tic in 7 seconds!=+
A fade tries to slash you, but you deflect the blow.
An enormous hunch-backed trolloc joins a fade's fight!
An enormous hunch-backed trolloc joins a fade's fight!
A Ko'bal trolloc joins a fade's fight!
A Ko'bal trolloc joins a fade's fight!
A fade swirls about with a black sword, slicing across your body!
*
*Byrg* slashes your right arm into bloody fragments!
Ouch! You couldn't maintain the flows.

* HP:Scratched SP:Strong MV:Tiring - a fade: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks

* HP:Scratched SP:Strong MV:Tiring >
e
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* HP:Scratched SP:Strong MV:Tiring >
n
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood

* HP:Scratched SP:Strong MV:Tiring >

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.637 seconds.
You cough and shiver.

* HP:Scratched SP:Strong MV:Tiring >
b
channel 'fireball' h.dark
s
Nobody here by that name.

* HP:Scratched SP:Strong MV:Tiring >
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* HP:Scratched SP:Strong MV:Tiring >
sc
emb
You have 245(271) hit, 133(156) saidar and 95(146) movement points.
You have scored 108611583 experience points and 392 quest points.
You need 1727207780 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 7 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* HP:Scratched SP:Strong MV:Tiring > You are already in touch with saidar, can't you feel it?

* HP:Scratched SP:Strong MV:Tiring >
cps
channel 'cure poison' Sarinda
You begin to weave the appropriate flows...
-=
*Byrg* has arrived from the north, riding a shadow stallion.
+*
*Byrg* tries to slash you, but you deflect the blow.
*+=- -=+**+=

*Byrg* sends you sprawling with a powerful bash!
Ok.
You feel the toxins in your blood beginning to fade. -- That was good timing! I know this is going to hamper my SP regeneration in particular if I don't fix this, so I wanted to get Cure Poison to land as soon as possble.

* HP:Hurt SP:Strong MV:Tiring - Byrg: Wounded >

*Byrg* tries to slash you, but you parry successfully.

* HP:Hurt SP:Strong MV:Tiring - Byrg: Wounded >

*Byrg* slashes your body into bloody fragments!

emb
* HP:Hurt SP:Strong MV:Tiring - Byrg: Wounded >
fb
channel 'fireball'
You are already in touch with saidar, can't you feel it?

* HP:Hurt SP:Strong MV:Tiring - Byrg: Wounded > You begin to weave the
appropriate flows...
-=+**+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* HP:Hurt SP:Strong MV:Tiring - Byrg: Battered >

*Byrg* sends you sprawling with a powerful bash!

* HP:Hurt SP:Strong MV:Tiring - Byrg: Battered >
fb
channel 'fireball'

*Byrg* slashes your left leg into bloody fragments!

* HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >

*Byrg* slashes your left hand into bloody fragments!

* HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >

*Byrg* panics, and attempts to flee!

* HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >
*Byrg* leaves north riding a shadow stallion. ^^

* HP:Wounded SP:Strong MV:Tiring >
Who or what should the weave be cast upon?

* HP:Wounded SP:Strong MV:Tiring >
rh
ride warhorse
w
You start riding him.

* R HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
n
e
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
s
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Strong MV:Tiring >
e
The Fringe of the Forest
[ obvious exits: N E S W ]
Zone: Forgotten Braem
Door north: brush
Door west: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Wounded SP:Strong MV:Tiring >
In the Forest
[ obvious exits: N E S W ]
Zone: Forgotten Braem
Door south: brush
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
sc
You have 162(271) hit, 106(156) saidar and 89(146) movement points.
You have scored 108611583 experience points and 392 quest points.
You need 1727207780 exp to level and 8 qp to rank.
You have amassed 176 Turn points to date.
You have played 28 days and 7 hours (real time).
This ranks you as Sarinda the Sister [Red Ajah 5] (Level 51).
You are standing.

* R HP:Wounded SP:Strong MV:Tiring >
w
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
dism
You stop riding him.

* HP:Wounded SP:Strong MV:Tiring >

Cera narrates 'A myrddraal likely Byrg is far west of Caemlyn'

s
* HP:Wounded SP:Strong MV:Tiring >
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A white heron is here flying around.
A cute brown deer eyes you nervously.

* HP:Wounded SP:Strong MV:Tiring >
narr It is him
You narrate 'It is him'

* HP:Wounded SP:Strong MV:Tiring >
n
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood
A warhorse is here, stamping his feet impatiently.

* HP:Wounded SP:Strong MV:Tiring >
rh
ride warhorse
s
You start riding him.

* R HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Strong MV:Tiring >
not
l
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
An old chestnut tree stands here, in splendid isolation amidst the
thousands of oak-trees of every shape and variety. The bark of the tree is
old and gnarled, and its girth is wider that four trollocs' reach. More
oaks, characteristic of the Braem Wood, can be seen north, south and west.
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Strong MV:Tiring >

*Byrg* has arrived from the north, riding a shadow stallion.

* R HP:Wounded SP:Strong MV:Tiring >
*Byrg* tries to slash you, but you deflect the blow.

* R HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >

You barely strike *Byrg*'s body.

* R HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >
f
You panic and attempt to flee!


You flee head over heels.
The Fringe of the Forest
[ obvious exits: N E S W ]
Zone: Forgotten Braem
Door north: brush
Door west: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Strong MV:Tiring >
dism
*Byrg* has arrived from the west, riding a shadow stallion.
You stop riding him.

b
channel 'fireball' h.dark
* HP:Wounded SP:Strong MV:Tiring >
*Byrg* tries to slash you, but you parry successfully.

* HP:Wounded SP:Strong MV:Tiring - Byrg: Battered >

(tic_timer): Tic in 7 seconds!
You begin to weave the appropriate flows...
-=+**+=- -

*Byrg* sends you sprawling with a powerful bash!
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* HP:Wounded SP:Strong MV:Tiring - Byrg: Beaten >
b
channel 'fireball' h.dark

*Byrg* tries to slash you, but you deflect the blow.

* HP:Wounded SP:Strong MV:Tiring - Byrg: Beaten >

*Byrg* panics, and attempts to flee!

* HP:Wounded SP:Strong MV:Tiring - Byrg: Beaten >

*Byrg* tries to slash you, but you parry successfully.
*Byrg* leaves west riding a shadow stallion. <<

* HP:Wounded SP:Strong MV:Tiring > Nobody here by that name.

* HP:Wounded SP:Strong MV:Tiring >
rh
ride warhorse
w
You start riding him.

* R HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently, being ridden by you.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* R HP:Wounded SP:Strong MV:Tiring >
dism
n
You stop riding him.

* HP:Wounded SP:Strong MV:Tiring > Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood

* HP:Wounded SP:Strong MV:Tiring >
w;b
channel 'fireball' h.dark
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Wounded SP:Strong MV:Tiring > You begin to weave the appropriate flows...
-=+
A fade tries to slash you, but you deflect the blow.
An enormous hunch-backed trolloc joins a fade's fight!
An enormous hunch-backed trolloc joins a fade's fight!
A Ko'bal trolloc joins a fade's fight!
A Ko'bal trolloc joins a fade's fight!
A fade swirls about with a black sword, slicing across your body!
*Byrg* tries to slash you, but you parry successfully.
**
*Byrg* panics, and attempts to flee!
+
*Byrg* leaves south riding a shadow stallion. vv
=-
s-=
Your target is no longer here!

* HP:Wounded SP:Strong MV:Tiring - a fade: Scratched >
1
k dark
No way! You're fighting for your life!

* HP:Wounded SP:Strong MV:Tiring - a fade: Scratched >

*Byrg* has arrived from the south, riding a shadow stallion.

b
channel 'fireball' h.dark
* HP:Wounded SP:Strong MV:Tiring - a fade: Scratched > You swiftly dodge a Ko'bal trolloc's attempt
to hack you.
A Ko'bal trolloc tries to hack you, but you dodge the attack.
An enormous hunch-backed trolloc tries to cleave you, but you deflect the blow.
An enormous hunch-backed trolloc tries to cleave you, but you deflect the blow.
You strike a fade's left hand very hard.
A fade tries to slash you, but you parry successfully.
*Byrg* tries to slash you, but you deflect the blow.
You do the best you can!

* HP:Wounded SP:Strong MV:Tiring - a fade: Scratched >
You begin to weave the appropriate flows...
-
Byrg assumes an offensive striking posture.

f=+
Cancelled.
You panic and attempt to flee!


You flee head over heels.
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door west: woods
Door down: rocks

* HP:Wounded SP:Strong MV:Tiring >
e
Far in the Braem Wood
[ obvious exits: N E S W ]
Zone: Braem Wood
Door east: bramble
A warhorse is here, stamping his feet impatiently.
A white heron is here flying around.
A cute brown deer eyes you nervously.

* HP:Wounded SP:Strong MV:Tiring >
n
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood

* HP:Wounded SP:Strong MV:Tiring >
ta2 byrg
Second target is set as: byrg
w;bb
channel 'fireball' h.byrg
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Wounded SP:Strong MV:Tiring > You begin to weave the appropriate flows...
-=+
An enormous hunch-backed trolloc tries to cleave you, but you deflect the blow.
An enormous hunch-backed trolloc joins an enormous hunch-backed trolloc's fight!
A Ko'bal trolloc joins an enormous hunch-backed trolloc's fight!
A Ko'bal trolloc joins an enormous hunch-backed trolloc's fight!
A fade joins an enormous hunch-backed trolloc's fight!
**+
A fade tries to slash you, but you parry successfully.
A Ko'bal trolloc tries to hack you, but you deflect the blow.
A Ko'bal trolloc hacks your left leg into bloody fragments!
An enormous hunch-backed trolloc tries to cleave you, but you parry successfully.
An enormous hunch-backed trolloc tries to cleave you, but you parry successfully.
Ouch! You couldn't maintain the flows.

* HP:Wounded SP:Strong MV:Tiring - an enormous hunch-backed trolloc: Scratched >
f
You panic and attempt to flee!


You dodge a bash from *Byrg* who loses his balance and falls!


You flee head over heels.
Far in the Braem Wood
[ obvious exits: E S W ]
Zone: Braem Wood

* HP:Wounded SP:Strong MV:Winded >
w
bb
channel 'fireball' h.byrg
Far in the Braem Wood
[ obvious exits: E S ]
Zone: Braem Wood
A campfire burns slowly, sending smoke into the sky.
A sign is posted here that you must READ.
*Byrg* is standing here, riding a shadow stallion.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A towering, hunch-backed trolloc glares maliciously as he lumbers by.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Wounded SP:Strong MV:Winded >
You begin to weave the appropriate flows...
-=+*
*Byrg* tries to slash you, but you deflect the blow.
*+=- -=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Byrg*.

* HP:Wounded SP:Good MV:Winded - Byrg: Critical > -- I knew at this point he is either going to flee, and I can try to catch him in the flee lag, or he's going to try and bash. If he misses this, I will likely kill him. This is the part I for sure wished I could use Warding vs. Damage. I decided to flee in hopes that I would get out before flee lag screwed me over and got bashed, and then get one more time to try and flee Spike before he assumedly bashes me again.

f
You panic and attempt to flee!


*Byrg* sends you sprawling with a powerful bash! -- Yikes! Oh no!


An enormous hunch-backed trolloc joins Byrg's fight!
An enormous hunch-backed trolloc joins an enormous hunch-backed trolloc's fight!
A Ko'bal trolloc joins an enormous hunch-backed trolloc's fight!
A Ko'bal trolloc joins an enormous hunch-backed trolloc's fight!
A fade joins an enormous hunch-backed trolloc's fight!
A fade slashes your right leg very hard.
A Ko'bal trolloc hacks your body into bloody fragments!
A Ko'bal trolloc hacks your body very hard.
An enormous hunch-backed trolloc cleaves your body extremely hard.
An enormous hunch-backed trolloc cleaves your right leg very hard.
You wish that your wounds would stop BLEEDING so much!

*someone* slashes your left arm into bloody fragments!
You are mortally wounded, and will die soon, if not aided.
You are dead! Sorry...
Three times is the charm!
Ouch! You lose a level. -- No! Awww, so close.

-------------------------------------------------------------------------

I'm not sure if I would do anything different if I were fighting again, except for the deliberation about whether I should have risked the bash or not at that point. I definitely wanted the kill and he was gracious enough to almost give me the chance rather than fleeing. I also could have used Earthquake instead of Fireball, but I don't think it was a weave timer that got me killed. If I had WvD, I could have used it during a reprieve there and then would have felt more willing to risk the bash, and I might have survived from it. Please let me know what others think and how I can grow and learn from this scenario!

Sarinda
Posts: 687
Joined: Wed Jan 12, 2022 3:10 pm
Location: Kalamazoo, MI

Re: Logbook for June Challenge: Sarinda

Post by Sarinda » Thu Jun 23, 2022 1:53 am

Another log that had me chuckling for a few reasons. I'm viewing this one as evidence of growth in my comfort with risk-taking.

Just before this, I was outside west of Tar Valon around Margin, looking for Byrg, who was trading some hits back and forth with me. He was trying to gradually kill the CTF patrol, I was trying to keep them alive (even threw a few Heals on one final surviving Warder at one point out of pity). Then the following happens.

----------------------------------------------------------------------------

The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
ts
track shadow
-=+**+
Some clear almost day-old tracks of a shadow stallion (ridden) leaving north.

* R HP:Scratched SP:Bursting MV:Strong >
n
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Bursting MV:Strong >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
w
A Shallow Culvert at the Forest Border
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - A Shallow Culvert at the Forest Border

* R HP:Scratched SP:Bursting MV:Strong >
w
An Old, Silent Forest
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
w
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Scratched SP:Bursting MV:Strong >
w
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
w
Margin of Clearance Between the Woods
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Scratched SP:Bursting MV:Strong >
whe
Players in your Zone
--------------------
Sarinda - Margin of Clearance Between the Woods

* R HP:Scratched SP:Bursting MV:Strong >
w
w
A Sallow Wood
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

n
* R HP:Scratched SP:Bursting MV:Strong > A Sallow Wood
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Strong >
A Sallow Wood
[ obvious exits: S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Joness* is standing here.
*Grangurk* is standing here.
*Shzrei* is standing here.
*Smoker* is standing here.
*Melkor* is standing here.
*Vittak* is standing here.
*Skarnag* is standing here.
A warder stands here, working sword forms. -- Ah, crap. Here we go.

* R HP:Scratched SP:Bursting MV:Strong >

*Skarnag* crushes a graceful warder's body into bloody fragments!

s
* R HP:Scratched SP:Bursting MV:Strong >

A graceful warder tickles Skarnag's right hand with his slash.
*Skarnag* tries to crush a graceful warder, but he parries successfully.
*Joness* tries to slash you, but you deflect the blow.
*Vittak* tries to hack you, but you parry successfully.

* R HP:Scratched SP:Bursting MV:Strong - Joness: Scratched >
No way! You're fighting for your life!
*Grangurk* joins *Skarnag*'s fight!

* R HP:Scratched SP:Bursting MV:Strong - Joness: Scratched >

*Skarnag* panics, and attempts to flee!

* R HP:Scratched SP:Bursting MV:Strong - Joness: Scratched >
*Skarnag* leaves south. vv
*Skarnag* has arrived from the south.

* R HP:Scratched SP:Bursting MV:Strong - Joness: Scratched >
f;e
You panic and attempt to flee!

You flee head over heels.
A Sallow Wood
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Sallow Wood
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Scratched SP:Bursting MV:Tiring >
e
e
e
e
Margin of Clearance Between the Woods
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild hog snorts angrily, pawing at the ground.

* R HP:Scratched SP:Bursting MV:Tiring >
e
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Scratched SP:Bursting MV:Tiring >
e
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Scratched SP:Bursting MV:Tiring >
e
An Old, Silent Forest
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
e
A Shallow Culvert at the Forest Border
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Scratched SP:Bursting MV:Tiring >
e
Alas, you cannot go that way... -- I was manually moving at this point, misspammed once on my way to the gate, and this was the first error. If I had the perfect spam, I might have made it inside before they did.

* R HP:Scratched SP:Bursting MV:Tiring >
n
*Skarnag* has arrived from the west.
*Melkor* has arrived from the west.
*Smoker* has arrived from the west.
*Shzrei* has arrived from the west.
*Joness* has arrived from the west.
Alas, you cannot go that way...
*Melkor* tries to scythe you, but you deflect the blow.

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
n
*Smoker* tries to hack you, but you parry successfully.
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
n
*Skarnag* leaves north. ^^
*Shzrei* leaves north. ^^
*Joness* leaves north. ^^
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
*Smoker* tries to hack you, but you deflect the blow.
You strike *Melkor*'s right arm.
*Melkor* tries to scythe you, but you parry successfully.
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
No way! You're fighting for your life!

* R HP:Scratched SP:Bursting MV:Tiring - Melkor: Scratched >
f
s
You panic and attempt to flee!


You flee head over heels.
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you. -- Got a south flee, so I'm going with it. It's a longer run to Caemlyn, but there are a few places along the way I might be able to escape to.

* R HP:Scratched SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
s
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Scratched SP:Bursting MV:Tiring >
s
Rounding the Bend
[ obvious exits: N W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
w
Alas, you cannot go that way...

* R HP:Scratched SP:Bursting MV:Tiring >
s
Alas, you cannot go that way...

* R HP:Scratched SP:Bursting MV:Tiring >
Alas, you cannot go that way...

s
* R HP:Scratched SP:Bursting MV:Tiring > Rounding the Bend
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched SP:Bursting MV:Tiring >
s
s
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
Rounding the Bend
[ obvious exits: N W ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

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

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose lightning
Rounding the Bend
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Healthy SP:Bursting MV:Tiring >
s
A warhorse is in excellent condition.
A warhorse is weary.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Healthy SP:Bursting MV:Tiring >
s
Byrg bellows 'uh'
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

s
* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.
A traveler journeys to another city.

* R HP:Healthy SP:Bursting MV:Tiring > The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
Road on a Plateau
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

dh
diagnose lightning
* R HP:Healthy SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring > A warhorse is in excellent condition.
A warhorse is haggard.

* R HP:Healthy SP:Bursting MV:Tiring >
w
Below the Plateau
[ obvious exits: E S ]
Zone: Tar Valon Road North of Caemlyn
Door north: vegetation
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Healthy SP:Bursting MV:Tiring >
Vast Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose lightning
A warhorse is in excellent condition.
A warhorse is haggard.

s
* R HP:Healthy SP:Bursting MV:Tiring >
Endless Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
s
Endless Plains
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Healthy SP:Bursting MV:Tiring >
dh
diagnose lightning
A warhorse is in excellent condition.
A warhorse is haggard.

* R HP:Healthy SP:Bursting MV:Tiring >
dism
lh
lead lightning
You stop riding him.

lh
lead lightning
* HP:Healthy SP:Bursting MV:Tiring >
lh
lead lightning
You start leading him.
A warhorse starts following you.

* HP:Healthy SP:Bursting MV:Tiring >
emb
You're already leading it!

* HP:Healthy SP:Bursting MV:Tiring >
You're already leading it!

* HP:Healthy SP:Bursting MV:Tiring >
ref
channel 'refresh'
You feel the flows of saidar coursing through your body. -- Mistake number two. If I had dismounted and run for it, I probably could've made it to Caemlyn as well. I was pleased here that I was not yet panicking. I know that I'm in a good dodge kit, and if I play it right, I still have a chance to get out of this in one piece.

* HP:Healthy SP:Bursting MV:Tiring >
You begin to weave the appropriate flows...
-=+**
*Skarnag* has arrived from the north.
*Melkor* has arrived from the north.
*Smoker* has arrived from the north.
*Joness* has arrived from the north.
+
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
*Smoker* leaves south. vv
*Smoker* has suddenly arrived.
*Joness* leaves south. vv
*Joness* has suddenly arrived.
*Joness* tries to slash you, but you parry successfully.
=
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
*Smoker* leaves south. vv
*Smoker* has suddenly arrived.
-
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
*Smoker* leaves south. vv
*Smoker* has suddenly arrived.

*Smoker* tries to hack you, but you parry successfully.
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
-
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
=
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
+
*Smoker* tries to hack you, but you deflect the blow.
*Joness* tries to slash you, but you deflect the blow.
*Skarnag* leaves south. vv
*Skarnag* has suddenly arrived.
*Melkor* leaves south. vv
*Melkor* has suddenly arrived.
**
*Melkor* quaffs a thin vial of yellow fluid.
*Melkor* looks more invigorated and ready to go.
+=-
Ok.
You channel flows of Spirit, and refresh those around you.
rel

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
Ok.

n
* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
No way! You're fighting for your life!

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
You tickle *Joness*'s body with your strike.
*Joness* tries to slash you, but you deflect the blow.

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
rh
ride lightning
No way! You're fighting for your life!

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
Endless Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Healthy SP:Strong MV:Tiring >
e

(tic_timer): Tic in 7 seconds!
The Tar Valon Road
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Healthy SP:Strong MV:Tiring >

*Skarnag* has arrived from the west.
*Joness* has arrived from the west.
*Joness* tries to slash you, but you deflect the blow.

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
s

*Skarnag* leaves south. vv

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched > No way! You're fighting for your life!

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched >
f

You barely strike *Joness*'s right foot.
*Joness* tries to slash you, but you parry successfully.
*Skarnag* has arrived from the south.

* HP:Healthy SP:Strong MV:Tiring - Joness: Scratched > *Skarnag* tries to crush
you, but you parry successfully.
You panic and attempt to flee!


You flee head over heels.
Endless Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Healthy SP:Strong MV:Tiring >
w
s
*Skarnag* has arrived from the east.
*Joness* has arrived from the east.
Endless Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
*Joness* is standing here.
*Skarnag* is standing here.

rh
ride lightning -- I was hoping that they would all try to chase me and that I could quickly hop back on the horse, but no luck. Also doesn't help that I was in the wrong room.
* HP:Healthy SP:Strong MV:Tiring > *Skarnag* tries to crush you, but you deflect the blow.
No way! You're fighting for your life!
*Joness* tries to slash you, but you parry successfully.

* HP:Healthy SP:Strong MV:Tiring - Skarnag: Scratched >
e
s
*Joness* tries to slash you, but you deflect the blow.
You strike *Skarnag*'s left arm.
*Skarnag* tries to crush you, but you deflect the blow.
The day has begun.
(tic_timer): Tic length updated to: 60.600 seconds.
Your heartbeat calms down more as you feel less panicked.
No way! You're fighting for your life!

* HP:Healthy SP:Bursting MV:Strong - Skarnag: Scratched > No way! You're fighting for your life!

* HP:Healthy SP:Bursting MV:Strong - Skarnag: Scratched >
No way! You're fighting for your life!

* HP:Healthy SP:Bursting MV:Strong - Skarnag: Scratched >
qv
get vial pack
quaff vial
You get a vial filled with a dark red liquid from a belt pack. -- This has reminded me that I need to fix my quaff alias. I don't usually carry Cure Fear vials on me, and I didn't realize in the spam that I didn't quaff the yellow Refresh vial here.

f
* HP:Healthy SP:Bursting MV:Strong - Skarnag: Scratched >
You quaff a vial filled with a dark red liquid which dissolves.
The bitter, red liquid leaves a foul taste in your mouth!
*Joness* gets a thin vial of yellow fluid from a backpack.

* HP:Healthy SP:Bursting MV:Strong - Skarnag: Scratched >
You panic and attempt to flee!
*Joness* quaffs a thin vial of yellow fluid.
*Joness* looks more invigorated and ready to go.


*Joness* tries to slash you, but you parry successfully.
You strike *Skarnag*'s right leg.
*Skarnag* crushes your right leg into bloody fragments!
You flee head over heels.
Endless Plains
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
The corpse of a warhorse is lying here.
*Melkor* is standing here.
*Smoker* is standing here.

* HP:Scratched SP:Bursting MV:Strong >
e
s
The Tar Valon Road
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Strong > The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Strong >
s
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Scratched SP:Bursting MV:Strong >
w
Bend in the Road
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
s
Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Tiring >
s
Bend in the Road
[ obvious exits: E S ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Scratched SP:Bursting MV:Tiring > At the Small Bridge
[ obvious exits: N S D ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
s
Road through the Edge of the Woods
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
w
Turn in the Road
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

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

s
* HP:Scratched SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Scratched SP:Bursting MV:Tiring >
Road through the Light Woods
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Scratched SP:Bursting MV:Tiring >
s
Road through the Light Woods
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Scratched SP:Bursting MV:Tiring >
s
Road at the Edge of the Woods
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
e
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn

* HP:Scratched SP:Bursting MV:Tiring >
s
Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Tiring >
s
Twist in the Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn
*Vittak* is standing here.
*Vittak* tries to hack you, but you parry successfully.

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
s
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
s
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
s
s
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy > No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Healthy >
f

You barely strike *Vittak*'s left hand.
*Vittak* tries to hack you, but you deflect the blow.

* HP:Scratched SP:Bursting MV:Tiring - Vittak: Scratched >
You panic and attempt to flee!

s

You flee head over heels.
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
*Joness* is standing here.
*Smoker* is standing here.
*Melkor* is standing here.
*Skarnag* is standing here.
*Joness* tries to slash you, but you deflect the blow.
*Melkor* tries to scythe you, but you parry successfully.

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched > No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >

*Skarnag* leaves east. >>
*Smoker* leaves east. >>

n
* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >
No way! You're fighting for your life!

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >

You strike *Joness*'s head.
*Joness* tries to slash you, but you parry successfully.

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >

*Shzrei* has arrived from the north.

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >
*Shzrei* leaves east. >>

* HP:Scratched SP:Bursting MV:Tiring - Joness: Scratched >
f
You panic and attempt to flee!


*Melkor* scythes your left leg into bloody fragments!
You strike *Joness*'s body.
*Joness* tries to slash you, but you deflect the blow.
*Shzrei* has arrived from the east.
You flee head over heels.
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Hurt SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
*Joness* is standing here.
*Melkor* is standing here.
*Joness* tries to slash you, but you deflect the blow.

e
* HP:Hurt SP:Bursting MV:Tiring - Joness: Scratched >
s
No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Joness: Scratched > No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Joness: Scratched >

*Melkor* tries to scythe you, but you parry successfully.

f
* HP:Hurt SP:Bursting MV:Tiring - Joness: Scratched >
You panic and attempt to flee!


*Melkor* scythes your body into bloody fragments!
*Joness* tries to slash you, but you dodge the attack.

s

You flee head over heels.
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
*Grangurk* is standing here.
*Grangurk* leaves south. vv

* HP:Wounded SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
*Grangurk* is standing here.
*Joness* is standing here.
*Melkor* is standing here.
*Joness* tries to slash you, but you parry successfully.
*Grangurk* leaves east. >>

e
* HP:Wounded SP:Bursting MV:Tiring - Joness: Scratched >
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Tiring - Joness: Scratched >
f

You strike *Joness*'s left leg.
*Joness* tries to slash you, but you parry successfully.

* HP:Wounded SP:Bursting MV:Tiring - Joness: Scratched > You panic and attempt
to flee!


You dodge a bash from *Melkor* who loses his balance and falls!


You flee head over heels.
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
*Vittak* has arrived from the east.

* HP:Wounded SP:Bursting MV:Tiring >
*Vittak* leaves north. ^^

* HP:Wounded SP:Bursting MV:Tiring >
e
Wild Hills
[ obvious exits: E S W ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Wounded SP:Bursting MV:Winded >
s
s
Twist in the Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn
*Shzrei* is standing here.

s
* HP:Wounded SP:Bursting MV:Winded > *Shzrei* tries to cleave you, but you deflect the blow.
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
s
s
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
s
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
No way! You're fighting for your life!

f
* HP:Wounded SP:Bursting MV:Winded - Shzrei: Healthy >
You panic and attempt to flee!


*Shzrei* gets a thin vial of yellow fluid from a backpack.


*Shzrei* tries to cleave you, but you deflect the blow.
*Shzrei* quaffs a thin vial of yellow fluid.
*Shzrei* looks more invigorated and ready to go.


You flee head over heels.
Wild Hills
[ obvious exits: E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Winded >
e
Wild Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Winded >
s
Lost in the Hills
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

w
* HP:Hurt SP:Bursting MV:Winded >
w
Lost in the Hills
[ obvious exits: E W ]
Zone: Tar Valon Road North of Caemlyn
A raven is visible flying high in the sky.

* HP:Hurt SP:Bursting MV:Winded > Lost in the Hills
[ obvious exits: E S U ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Winded >
sc
You have 209(271) hit and 56(146) movement points.
You have scored 108585229 experience points and 428 quest points.
You need 1727234134 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Hurt SP:Bursting MV:Winded >
stat
You are a 364 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 0.0 lbs and wearing 17.6 lbs, peanuts. MUD BMI: 0.352.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 116, Dodging bonus: 150, Parrying bonus: 173. Total Defence: 323
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR
- LIGHT BALL

* HP:Hurt SP:Bursting MV:Winded >
get vial pack
You get a vial filled with a dark red liquid from a belt pack.

* HP:Hurt SP:Bursting MV:Winded >
get vial pack
You get a thin vial of yellow fluid from a belt pack.

* HP:Hurt SP:Bursting MV:Winded >
quaff yellow
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* HP:Hurt SP:Bursting MV:Tiring >
l
Lost in the Hills
Desperately seeking for something that could be a trail, you climb and descend
countless hills. Thornbushes tear at your clothing, scratching your legs. The
small rocks and pebbles lying around proves to be even more troublesome, as
they make you slip and fall, sometimes even causing you to tumble down the
slopes.
[ obvious exits: E S U ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Tiring >
u
At the Top of a Hill
[ obvious exits: W D ]
Zone: Tar Valon Road North of Caemlyn -- I ran into a slightly different spot in the zone to catch my breath for a moment, let MVs regenerate, and see if I can lose them for a moment. I'm getting better at not panicking and thinking more logically about my options when I flee off.

* HP:Hurt SP:Bursting MV:Tiring >

(tic_timer): Tic in 7 seconds!
whe
Players in your Zone
--------------------
Sarinda - At the Top of a Hill
You see signs of enemies nearby.

cmw
change mood wimpy
* HP:Hurt SP:Bursting MV:Tiring >
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

rel
* HP:Hurt SP:Bursting MV:Tiring >
You aren't in touch with saidar to release anything.

* HP:Hurt SP:Bursting MV:Tiring >
narr giant group n caem
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.704 seconds.
You narrate 'giant group n caem' -- There is basically no one else online who can PK, but figured it can't hurt to pass along the memo.

whe
* HP:Hurt SP:Bursting MV:Strong >
Players in your Zone
--------------------
Sarinda - At the Top of a Hill
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Strong >
sc
You have 219(271) hit and 114(146) movement points.
You have scored 108585229 experience points and 428 quest points.
You need 1727234134 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Hurt SP:Bursting MV:Strong >
w
s
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn
*Smoker* is standing here.
*Joness* is standing here.

rh
ride lightning
* HP:Hurt SP:Bursting MV:Strong >
e
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Tiring >
s
They're not here to be ridden.

* HP:Hurt SP:Bursting MV:Tiring >
Twist in the Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Tiring >
Road through the Hills
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Hurt SP:Bursting MV:Tiring >
s
s
Road through the Hills
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

s
* HP:Hurt SP:Bursting MV:Tiring >
s
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
A squat border stone juts from the soil.

* HP:Hurt SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
*Grangurk* is standing here.
*Skarnag* is standing here.
A crow is here flying around.
*Grangurk* tries to blast you, but you deflect the blow.

* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
e
No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
s
s
No way! You're fighting for your life!

s
* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
You barely strike *Grangurk*'s right leg.
A crow starts following you.
*Grangurk* tries to blast you, but you parry successfully.
*Skarnag* tries to crush you, but you deflect the blow.
No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Tiring - Grangurk: Scratched >
f
You panic and attempt to flee!


*Smoker* has arrived from the north.
You flee head over heels.
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
A squat border stone juts from the soil.

* HP:Hurt SP:Bursting MV:Tiring >

*Melkor* has arrived from the north.

* HP:Hurt SP:Bursting MV:Tiring >
s

*Melkor* leaves south. vv

* HP:Hurt SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
*Melkor* is standing here.
*Smoker* is standing here.
*Grangurk* is standing here.
*Skarnag* is standing here.
A crow is here flying around.
*Melkor* scythes your body extremely hard.
*Grangurk* tries to blast you, but you deflect the blow.

e
* HP:Wounded SP:Bursting MV:Tiring - Melkor: Scratched >
*Grangurk* tries to blast you, but you parry successfully.
You strike *Melkor*'s body.
*Melkor* tries to scythe you, but you parry successfully.

* HP:Wounded SP:Bursting MV:Tiring - Melkor: Scratched >
s
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Tiring - Melkor: Scratched > No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Tiring - Melkor: Scratched >
f
*Smoker* leaves east. >>
You panic and attempt to flee!


A cavalry officer bellows 'Argh! The foul beast Smoker has been spotted!'
*Grangurk* tries to blast you, but you deflect the blow.
*Joness* has arrived from the north.


*Shzrei* has arrived from the north.


You flee head over heels.
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
A squat border stone juts from the soil.
*Vittak* is standing here.
*Vittak* leaves south. vv

* HP:Wounded SP:Bursting MV:Tiring >
n
Road through the Hills
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Tiring >
n
n
Road through the Hills
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring > Twist in the Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
Wild Hills
[ obvious exits: E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
w
Road through the Hills
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Tiring >
Road at the Edge of the Woods
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
n
n
Road through the Light Woods
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Tiring >
n
Road through the Light Woods
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
Bend in the Road
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
e
At the Edge of the Woods
[ obvious exits: E S D ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
n
Road through the Edge of the Woods
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn
*Byrg* is standing here, riding a shadow stallion.

* HP:Wounded SP:Bursting MV:Tiring >
At the Small Bridge
[ obvious exits: N S D ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
n
n
Bend in the Road
[ obvious exits: E S ]
Zone: Tar Valon Road North of Caemlyn -- At this point I am thinking I will run north and try to head slightly out of the way in case they are still blocking TV west gate.

e
* HP:Wounded SP:Bursting MV:Tiring >
n
Alas, you cannot go that way...

* HP:Wounded SP:Bursting MV:Tiring >
n
Bend in the Road
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
w
The Tar Valon Road
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Tiring >
Endless Plains
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
The corpse of a warhorse is lying here.

rh
ride lightning
* HP:Wounded SP:Bursting MV:Tiring >
They're not here to be ridden.

n
* HP:Wounded SP:Bursting MV:Tiring >
Endless Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Tiring >
e
Vast Plains
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Tiring >
n
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

n
* HP:Wounded SP:Bursting MV:Winded >
n
Road on a Plateau
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* HP:Wounded SP:Bursting MV:Winded >
n
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A traveler journeys to another city.

n
* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

n
* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A young and strong buck is here, munching some grass.

* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A cute brown deer eyes you nervously.

* HP:Wounded SP:Bursting MV:Winded >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

* HP:Wounded SP:Bursting MV:Winded >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Wounded SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

n
* HP:Hurt SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
n
Rounding the Bend
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
n
Alas, you cannot go that way...

e
* HP:Hurt SP:Bursting MV:Winded >
Alas, you cannot go that way...

* HP:Hurt SP:Bursting MV:Winded >
n
Alas, you cannot go that way...

* HP:Hurt SP:Bursting MV:Winded >
n
Alas, you cannot go that way...

* HP:Hurt SP:Bursting MV:Winded >
n
Alas, you cannot go that way...

* HP:Hurt SP:Bursting MV:Winded >
n
Rounding the Bend
[ obvious exits: N W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Winded >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

n
* HP:Hurt SP:Bursting MV:Weary >
e
Rounding the Bend
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon

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

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

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

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

* HP:Hurt SP:Bursting MV:Weary > Rounding the Bend
[ obvious exits: N W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
n
The Tar Valon Road
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary > The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Haggard >
n
e
s
The Tar Valon Road
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary > At a Junction of Roads
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Hurt SP:Bursting MV:Weary >
On the Shores of the Erinin
[ obvious exits: N E ]
Zone: The Tar Valon to Cairhien Road
A one person canoe rests on the ground. [2]

* HP:Hurt SP:Bursting MV:Weary >
get canoe
You get a small canoe.

* HP:Hurt SP:Bursting MV:Weary >
e
e
Erinin River South of Southharbor
[ obvious exits: E W ]
Zone: The Tar Valon to Cairhien Road
Just below the surface of the water you see a cloud of finger sized fish.

* HP:Hurt SP:Bursting MV:Haggard > Shore of the Erinin
[ obvious exits: E S W ]
Zone: The Tar Valon to Cairhien Road
A large wooden raft sits here. [2]

* HP:Hurt SP:Bursting MV:Haggard >
e
Farm Road
[ obvious exits: E S W ]
Zone: The Tar Valon to Cairhien Road
A timber wolf is here, snarling hungrily.

* HP:Hurt SP:Bursting MV:Haggard >
w
w
Shore of the Erinin
[ obvious exits: E S W ]
Zone: The Tar Valon to Cairhien Road
A large wooden raft sits here. [2]

* HP:Hurt SP:Bursting MV:Haggard > Erinin River South of Southharbor
[ obvious exits: E W ]
Zone: The Tar Valon to Cairhien Road
Just below the surface of the water you see a cloud of finger sized fish.

* HP:Hurt SP:Bursting MV:Haggard >
cmw
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

whe
* HP:Hurt SP:Bursting MV:Haggard >
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor

* HP:Hurt SP:Bursting MV:Haggard >
rest
You sit down and rest your tired bones. -- I realized that I didn't have the MVs to run to east side of TV, and having never played a trolloc, I am not actually sure if they can get on the water. So I decide to rest for a little bit and hope that I can buy time to get back into the city.

* HP:Hurt SP:Bursting MV:Haggard >
sc
You have 208(271) hit and 16(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Hurt SP:Bursting MV:Haggard >
who fem
Females
---------
Sarinda din Rovan, Elder Sister [Red Ajah]

1 players displayed.

* HP:Hurt SP:Bursting MV:Haggard >

(tic_timer): Tic in 7 seconds!
in
You are carrying:
a small canoe
a vial filled with a dark red liquid

* HP:Hurt SP:Bursting MV:Weary >
put vial pack
You put a vial filled with a dark red liquid in a belt pack.

cmw
change mood wimpy
* HP:Hurt SP:Bursting MV:Weary >
eq
Mood changed to: Wimpy
Wimpy reset to: 135 hit points.

* HP:Hurt SP:Bursting MV:Weary > You are using:
<worn on finger> a gold ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a fine linen riding hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a satin blouse
<worn about body> a scarlet cloak of soft velvet
<worn on arms> a red fringed shawl
<worn on hands> a pair of slim riding gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a belt pack
<worn on legs> a divided riding skirt
<worn on feet> a set of soft velvet slippers

* HP:Hurt SP:Bursting MV:Weary >
whe
Your extra burst of stamina fades.
(tic_timer): Tic length updated to: 60.642 seconds.
Your heartbeat calms down more as you feel less panicked.
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor

* HP:Hurt SP:Bursting MV:Winded >
sc
You have 219(271) hit and 48(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Hurt SP:Bursting MV:Winded >
save
Saving Sarinda.

* HP:Hurt SP:Bursting MV:Winded >
stat
You are a 364 year old female human channeler.
Your height is 4 feet, 11 inches, and you weigh 105.0 lbs. BMI: 21.226.
You are carrying 25.0 lbs and wearing 17.5 lbs, very light. MUD BMI: 0.351.
Your base abilities are: Str:16 Int:16 Wil:18 Dex:18 Con:14. Total: 82.
Offensive bonus: 113, Dodging bonus: 36, Parrying bonus: 125. Total Defence: 161
Your mood is: Wimpy. You will flee below: 135 Hit Points
You are wanted by: Children of Light Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- ARMOR
- LIGHT BALL

* HP:Hurt SP:Bursting MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor

* HP:Hurt SP:Bursting MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor

* HP:Hurt SP:Bursting MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor

* HP:Hurt SP:Bursting MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby. -- Now I can see that they must be following and probably know I'm on the water at this point. I could've rushed east before this, but my window is rapidly closing.

* HP:Hurt SP:Bursting MV:Winded >
l
Erinin River South of Southharbor
The waters of the Erinin flow swiftly as the two diverging streams that
encompass the island city of Tar Valon merge again to form one broad
waterway. Two giant stone walls jut out from the southern tip of the
island, forming the man-made sheltered cove that is Southharbor. Just south
of the entrance to the harbor, on the leeward side of the island, the water
is slightly more calm. A two-masted river ship is slowly edging its way into
port, its sweeps being worked hard as it fights against the stream.
[ obvious exits: E W ]
Zone: The Tar Valon to Cairhien Road
Just below the surface of the water you see a cloud of finger sized fish.

* HP:Hurt SP:Bursting MV:Winded >

whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Winded >
narr Were lots of them FYI
You narrate 'Were lots of them FYI'

whe
* HP:Hurt SP:Bursting MV:Winded >
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Winded >
sc
You have 230(271) hit and 48(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Hurt SP:Bursting MV:Winded >

(tic_timer): Tic in 7 seconds!

whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Winded >
sc
You have 243(271) hit and 71(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Hurt SP:Bursting MV:Winded >
whe

Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Bursting MV:Winded >
not
a
diagnose h.dark
You start paying increased attention to your surroundings.

* HP:Hurt SP:Bursting MV:Winded > No-one by that name here.

* HP:Hurt SP:Bursting MV:Winded >
l
Erinin River South of Southharbor
The waters of the Erinin flow swiftly as the two diverging streams that
encompass the island city of Tar Valon merge again to form one broad
waterway. Two giant stone walls jut out from the southern tip of the
island, forming the man-made sheltered cove that is Southharbor. Just south
of the entrance to the harbor, on the leeward side of the island, the water
is slightly more calm. A two-masted river ship is slowly edging its way into
port, its sweeps being worked hard as it fights against the stream.
[ obvious exits: E W ]
Zone: The Tar Valon to Cairhien Road
Just below the surface of the water you see a cloud of finger sized fish.

* HP:Hurt SP:Bursting MV:Winded >
lip
look in pack
pack (used) :
a vial filled with a dark red liquid
a gold crown
two copper pennys
a plate of roast beef and jacket potatoes
a cup of thready brown tea
a lantern
[2] a bubbling draught
[2] a cup of thick syrup
a mug of ale
[2] a thin vial of yellow fluid

* HP:Hurt SP:Bursting MV:Winded >

*Byrg* hisses 'hi' -- Damn, my cover is blown. Also, I guess Fades can in fact go on water!

* HP:Hurt SP:Bursting MV:Winded >
l
Erinin River South of Southharbor
The waters of the Erinin flow swiftly as the two diverging streams that
encompass the island city of Tar Valon merge again to form one broad
waterway. Two giant stone walls jut out from the southern tip of the
island, forming the man-made sheltered cove that is Southharbor. Just south
of the entrance to the harbor, on the leeward side of the island, the water
is slightly more calm. A two-masted river ship is slowly edging its way into
port, its sweeps being worked hard as it fights against the stream.
[ obvious exits: E W ]
Zone: The Tar Valon to Cairhien Road
*Byrg* is standing here.
Just below the surface of the water you see a cloud of finger sized fish.

* HP:Hurt SP:Bursting MV:Winded >
sta
1
k dark
You stop resting, and stand up. -- I'm pretty sure I can only fight the Fade here? So at this point, I feel like we're back to a 1v1, and my kit and skills are well suited for this kind of matchup, especially when I am dismounted.
p
channel 'ice spikes' h.dark
* HP:Hurt SP:Bursting MV:Winded > You try to strike *Byrg*, but he deflects the blow.

* HP:Hurt SP:Bursting MV:Winded - Byrg: Healthy >
*Byrg* tries to slash you, but you parry successfully.
You try to strike *Byrg*, but he parries successfully.
You aren't in touch with saidar to channel it.

* HP:Scratched SP:Bursting MV:Winded - Byrg: Healthy >
emb
p
channel 'ice spikes' h.dark
You feel the flows of saidar coursing through your body.

* HP:Scratched SP:Bursting MV:Winded - Byrg: Healthy >
You begin to weave the appropriate flows...
-=+**+
You dodge a bash from *Byrg* who loses his balance and falls!
=- -=
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Scratched SP:Full MV:Winded - Byrg: Hurt >
p
channel 'ice spikes' h.dark

You try to strike *Byrg*, but he deflects the blow.

* HP:Scratched SP:Full MV:Winded - Byrg: Hurt >
You begin to weave the appropriate flows...
-=+
*Byrg* hisses 'i did not call the entire wholist, i promise'
**+
*Byrg* looks around slowly, as if something is hidden in the room.
=-
*Byrg* gazes deeply into your soul.. very chilling.
The gaze of *Byrg* fails to affect you.
*Byrg* tries to slash you, but you deflect the blow.
-=
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Scratched SP:Strong MV:Winded - Byrg: Wounded >
p
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...
-=+*

You dodge a bash from *Byrg* who loses his balance and falls!
*+=- -=
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Scratched SP:Strong MV:Winded - Byrg: Wounded >
p
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...
-
*Byrg* hisses 'that was quite random'
=+
Byrg assumes an offensive striking posture.
**+=- -=
You try to strike *Byrg*, but he deflects the blow.
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Scratched SP:Strong MV:Winded - Byrg: Battered >
p
channel 'ice spikes' h.dark
You begin to weave the appropriate flows...


*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* HP:Scratched SP:Strong MV:Winded - Byrg: Battered >
p
channel 'ice spikes' h.dark

*Byrg* slashes your body into bloody fragments!

* HP:Hurt SP:Strong MV:Winded - Byrg: Battered >

(tic_timer): Tic in 7 seconds!

*Byrg* slashes your body into bloody fragments!

* HP:Wounded SP:Strong MV:Winded - Byrg: Battered >
You begin to weave the appropriate flows...
-=+**+=- -

*Byrg* sends you sprawling with a powerful bash!
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Wounded SP:Strong MV:Winded - Byrg: Critical >
p
channel 'ice spikes' h.dark

*Byrg* tries to slash you, but you deflect the blow.
*Byrg* panics, and attempts to flee!

* HP:Wounded SP:Strong MV:Tiring - Byrg: Critical >
*Byrg* leaves east. >>

* HP:Wounded SP:Strong MV:Tiring >
Nobody here by that name. -- Again, at this point I probably could have tried fleeing east or moving to another location.

* HP:Wounded SP:Strong MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Strong MV:Tiring >
They aren't here.

1
k dark
* HP:Wounded SP:Strong MV:Tiring >
They aren't here.

1
k dark
* HP:Wounded SP:Strong MV:Tiring >
They aren't here.

1
k dark
* HP:Wounded SP:Strong MV:Tiring >
1
k dark
They aren't here.

* HP:Wounded SP:Strong MV:Tiring >
1
k dark
They aren't here.

* HP:Wounded SP:Strong MV:Tiring > They aren't here.

* HP:Wounded SP:Strong MV:Tiring >
sc
You have 182(271) hit, 80(156) saidar and 89(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Wounded SP:Strong MV:Tiring >
scan e
Your eyesight is not so keen.

* HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* HP:Wounded SP:Strong MV:Tiring >
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* HP:Wounded SP:Strong MV:Tiring >
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
rel
Ok.

* HP:Wounded SP:Strong MV:Tiring >
sc
You have 182(271) hit and 89(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >

Sepherin narrates 'They are after me, I just know it'

* HP:Wounded SP:Strong MV:Tiring >
ave
whe
Arglebargle, glop-glyf!?!

* HP:Wounded SP:Strong MV:Tiring >
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >
save
Saving Sarinda.

* HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >
in
You are carrying:
a small canoe

* HP:Wounded SP:Strong MV:Tiring >
rel
You aren't in touch with saidar to release anything.

eq
* HP:Wounded SP:Strong MV:Tiring >
You are using:
<worn on finger> a gold ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a fine linen riding hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a satin blouse
<worn about body> a scarlet cloak of soft velvet
<worn on arms> a red fringed shawl
<worn on hands> a pair of slim riding gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a belt pack
<worn on legs> a divided riding skirt
<worn on feet> a set of soft velvet slippers

* HP:Wounded SP:Strong MV:Tiring >
rest
not
You sit down and rest your tired bones.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
You start paying increased attention to your surroundings.

* HP:Wounded SP:Strong MV:Tiring > No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

ta2
Second target is set as: byrg
* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

a
diagnose h.dark
* HP:Wounded SP:Strong MV:Tiring >
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
lip
look in pack
pack (used) :
a vial filled with a dark red liquid
a gold crown
two copper pennys
a plate of roast beef and jacket potatoes
a cup of thready brown tea
a lantern
[2] a bubbling draught
[2] a cup of thick syrup
a mug of ale
[2] a thin vial of yellow fluid

* HP:Wounded SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
*Shzrei* has arrived from the east. -- Oh shoot, I guess they can get on the water after all?

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark

*Shzrei* panics, and attempts to flee!
*Shzrei* leaves east. >>

* HP:Wounded SP:Strong MV:Tiring >
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
sta
1
k dark
You stop resting, and stand up.

* HP:Wounded SP:Strong MV:Tiring >
They aren't here.

* HP:Wounded SP:Strong MV:Tiring >
1
k dark
They aren't here.

1
k dark
* HP:Wounded SP:Strong MV:Tiring >
sc
They aren't here.

* HP:Wounded SP:Strong MV:Tiring >
You have 203(271) hit and 108(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
Sepherin narrates 'they are waiting for me to hit 20 so they can jump me again and take all my
stuff'

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark

Shinobi narrates 'lol!'

* HP:Wounded SP:Strong MV:Tiring > No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Wounded SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Wounded SP:Strong MV:Tiring >
rest
You sit down and rest your tired bones.

not
* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
You start paying increased attention to your surroundings.

* HP:Hurt SP:Strong MV:Tiring > No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
narr Hiding with a canoe on water
a
diagnose h.dark
You narrate 'Hiding with a canoe on water'

* HP:Hurt SP:Strong MV:Tiring > No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
whe
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring > Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Strong MV:Tiring >
narr They know I am here
a
diagnose h.dark
You narrate 'They know I am here'

* HP:Hurt SP:Strong MV:Tiring > No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
Shinobi narrates ':)'

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark

Shinobi narrates 'byrg tactics'

* HP:Hurt SP:Strong MV:Tiring > No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

sc
* HP:Hurt SP:Strong MV:Tiring >
You have 213(271) hit and 108(146) movement points.
You have scored 108583763 experience points and 428 quest points.
You need 1727235600 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

a
diagnose h.dark
* HP:Hurt SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!
No-one by that name here.

* HP:Hurt SP:Strong MV:Tiring >
a
diagnose h.dark
No-one by that name here.

* HP:Hurt SP:Strong MV:Strong >

whe
* HP:Hurt SP:Strong MV:Strong >

*Shzrei* has arrived from the east.

* HP:Hurt SP:Strong MV:Strong >
Players in your Zone
--------------------
Sarinda - Erinin River South of Southharbor
You see signs of enemies nearby.

* HP:Hurt SP:Strong MV:Strong >
sta
1
k dark
j
channel 'flame strike' h.dark
*Shzrei* tries to cleave you, but you parry successfully.
Do you not consider fighting as standing?

* HP:Hurt SP:Strong MV:Strong - Shzrei: Healthy > You do the best you can!

* HP:Hurt SP:Strong MV:Strong - Shzrei: Healthy >
You aren't in touch with saidar to channel it.

* HP:Hurt SP:Strong MV:Strong - Shzrei: Healthy >
emb
You feel the flows of saidar coursing through your body.

* HP:Hurt SP:Strong MV:Strong - Shzrei: Healthy >

You strike *Shzrei*'s right leg.

* HP:Hurt SP:Strong MV:Strong - Shzrei: Scratched >
l1
look h.dark

Shzrei has a few scratches.

*Shzrei* is using:
<worn on head> a full metal helmet and visor
<worn around neck> a Kandori snowflake necklace
<worn around neck> a Kandori snowflake necklace
<worn about body> an odd cloak of shifting colors
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a pair of long-handled war axes
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a dark pair of steel boots

* HP:Hurt SP:Strong MV:Strong - Shzrei: Scratched >

*Shzrei* panics, and attempts to flee!

* HP:Hurt SP:Strong MV:Strong - Shzrei: Scratched >
is
channel 'ice spikes'

*Shzrei* sends you sprawling with a powerful bash!

* HP:Hurt SP:Strong MV:Strong - Shzrei: Scratched >

Shinobi tells you 'need anthing or you just toying with them' -- I am flattered that Shinobi thinks I'm skilled enough to be 'just toying with them' :P

* HP:Hurt SP:Strong MV:Strong - Shzrei: Scratched >
*Shzrei* cleaves your body into bloody fragments!

* HP:Wounded SP:Strong MV:Strong - Shzrei: Scratched >

*Shzrei* cleaves your body into bloody fragments!

* HP:Wounded SP:Strong MV:Strong - Shzrei: Scratched >
You begin to weave the appropriate flows...
-=+
*Shzrei* panics, and attempts to flee!
*
*Byrg* tries to slash you, but you deflect the blow.
*+=- -=
Ok.
Spikes of solid ice form in your hands, which you launch at *Shzrei*.

* HP:Wounded SP:Strong MV:Strong - Shzrei: Hurt >

*Shzrei* sends you sprawling with a powerful bash!

* HP:Wounded SP:Strong MV:Strong - Shzrei: Hurt >


*Shzrei* cleaves your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
On the Shores of the Erinin
[ obvious exits: N E ]
Zone: The Tar Valon to Cairhien Road
*Smoker* is standing here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melkor* is standing here.
*Joness* is standing here.

* HP:Battered SP:Strong MV:Strong >
*Joness* tries to slash you, but you deflect the blow. -- Ah, shoot, here we go again.

* HP:Battered SP:Strong MV:Strong - Joness: Healthy >
e

*Shzrei* has arrived from the east.

* HP:Battered SP:Strong MV:Strong - Joness: Healthy >

*Shzrei* tries to cleave you, but you deflect the blow.

* HP:Battered SP:Strong MV:Strong - Joness: Healthy >
No way! You're fighting for your life!

* HP:Battered SP:Strong MV:Strong - Joness: Healthy >
f
You panic and attempt to flee!


*Shzrei* cleaves your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

*Joness* tries to slash you, but you deflect the blow.


You flee head over heels.
At a Junction of Roads
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
*Vittak* is standing here.
*Grangurk* is standing here.
*Vittak* tries to hack you, but you deflect the blow.
*Grangurk* tries to blast you, but you deflect the blow.

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >

*Shzrei* has arrived from the south.

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >
n

*Smoker* has arrived from the south.

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >

*Shzrei* leaves north. ^^

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >
No way! You're fighting for your life!
*Melkor* has arrived from the south.

n
* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >
n
No way! You're fighting for your life!
*Melkor* leaves north. ^^

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy > No way! You're fighting for your life!

* HP:Beaten SP:Strong MV:Strong - Vittak: Healthy >
f
You swiftly dodge *Grangurk*'s attempt to blast you.
You tickle *Vittak*'s right leg with your strike.
*Smoker* leaves north. ^^
You panic and attempt to flee!


You flee head over heels.
The Tar Valon Road
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon

* HP:Beaten SP:Strong MV:Strong >
s
w
The Tar Valon Road
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon

w
* HP:Beaten SP:Strong MV:Strong >
w
A Shallow Culvert at the Forest Border
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Beaten SP:Strong MV:Strong >
w
w
An Old, Silent Forest
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Beaten SP:Strong MV:Tiring >
w
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Beaten SP:Strong MV:Tiring >
w
An Old, Silent Forest
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
A long-eared rabbit is here, looking quite sick.

* HP:Beaten SP:Strong MV:Tiring > Margin of Clearance Between the Woods
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon -- Going to try and head south and west a bit and do something similar. In hindsight, I wish I had run to Apple to see if any horses were there. Having them able to easily track me by foot was a huge detriment for running away.

* HP:Beaten SP:Strong MV:Tiring >
A Sallow Wood
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
A wild hog snorts angrily, pawing at the ground.

* HP:Beaten SP:Strong MV:Tiring >
A Sallow Wood
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon

* HP:Beaten SP:Strong MV:Tiring >
s
A Sallow Wood
[ obvious exits: N E W ]
Zone: Tar Valon Road South of Tar Valon
A wild hog snorts angrily, pawing at the ground.

w
* HP:Beaten SP:Strong MV:Tiring >
w
w
Thinning of the Wood
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon

w
* HP:Beaten SP:Strong MV:Tiring > Grasslands
[ obvious exits: E W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Tiring >
Grassy Plains
[ obvious exits: E S W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Tiring >
s
Grasslands
[ obvious exits: E S W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Tiring >
s
Grasslands
[ obvious exits: N E S W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Winded >
s
By a Grassy Hill
[ obvious exits: N S ]
Zone: Grasslands

s
* HP:Beaten SP:Strong MV:Winded >
s
Down a Hillside
[ obvious exits: N S ]
Zone: Grasslands
A black maned lion is here, tail twitching.
An antelope blends into the scenery.

* HP:Beaten SP:Strong MV:Winded >
Sloping Hills
[ obvious exits: N S ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Winded >
On Steep Terrain
[ obvious exits: N S W ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Winded >
w
w
w
By an Apple Tree
[ obvious exits: N E S W ]
Zone: Grasslands
A juicy looking apple has fallen to the ground. [5]
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby. -- Completely missed this in tunnel vision. Should've ridden the gray.

* HP:Beaten SP:Strong MV:Winded > West of A Tree
[ obvious exits: E S W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Winded >
A Path Continued Toward a Tree
[ obvious exits: E S W ]
Zone: Grasslands

* HP:Beaten SP:Strong MV:Winded >
w
s
Path to a Tree
[ obvious exits: N E S W ]
Zone: Grasslands

s
* HP:Beaten SP:Strong MV:Winded >
s
The Rock Piles
[ obvious exits: N E S ]
Zone: Black Hills
Door west: boulders

* HP:Beaten SP:Strong MV:Weary >
s
The Deep Valley
[ obvious exits: N S ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Weary >
s
Spring in the Hills
[ obvious exits: N S ]
Zone: Black Hills
A bubbling spring is here, clear water offering a perfect reflection.

* HP:Beaten SP:Strong MV:Weary >
s
Source of the River Haevin
[ obvious exits: N S ]
Zone: Black Hills
A remnant of the Age of Legends juts from the soil.

* HP:Beaten SP:Strong MV:Weary >
Bend in the River Haevin
[ obvious exits: N W ]
Zone: Black Hills

w
* HP:Beaten SP:Strong MV:Weary >
Alas, you cannot go that way...

* HP:Beaten SP:Strong MV:Weary >
w
The River Haevin
[ obvious exits: E S W ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Haggard > At the Brink of the Waterfall
[ obvious exits: E S ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Haggard >
rel
Ok.

* HP:Beaten SP:Strong MV:Haggard >
sc
You have 62(271) hit and 17(146) movement points.
You have scored 108579365 experience points and 428 quest points.
You need 1727239998 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are standing.

* HP:Beaten SP:Strong MV:Haggard >
get yellow pack
You get a plate of roast beef and jacket potatoes from a belt pack.

* HP:Beaten SP:Strong MV:Haggard >
get vial pack
You get a vial filled with a dark red liquid from a belt pack.

* HP:Beaten SP:Strong MV:Haggard >

Sepherin narrates 'I got a question. Does notice make it easier to see hidden people also?'

* HP:Beaten SP:Strong MV:Haggard >
get vial pack
You get a thin vial of yellow fluid from a belt pack.

* HP:Beaten SP:Strong MV:Haggard >
quaff yellow
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* HP:Beaten SP:Strong MV:Winded >

(tic_timer): Tic in 7 seconds!
in
You are carrying:
a vial filled with a dark red liquid
a plate of roast beef and jacket potatoes
a small canoe

* HP:Beaten SP:Strong MV:Winded >
pap
put all pack
You put a vial filled with a dark red liquid in a belt pack.
You put a plate of roast beef and jacket potatoes in a belt pack.
You put a small canoe in a belt pack. -- This gave me a minor heart attack.

* HP:Beaten SP:Strong MV:Winded >
s
Along the River Haevin
[ obvious exits: N E D ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Weary >
get canoe pack
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.476 seconds.
Shinobi narrates 'its the onnly way'
You get a small canoe from a belt pack.

* HP:Beaten SP:Strong MV:Winded >
n
At the Brink of the Waterfall
[ obvious exits: E S ]
Zone: Black Hills

* HP:Beaten SP:Strong MV:Winded >
rest
You sit down and rest your tired bones.

* HP:Beaten SP:Strong MV:Winded >
sc
You have 73(271) hit and 63(146) movement points.
You have scored 108579365 experience points and 428 quest points.
You need 1727239998 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Beaten SP:Strong MV:Winded >
rel
save
You aren't in touch with saidar to release anything.

* HP:Beaten SP:Strong MV:Winded >
Saving Sarinda.

* HP:Beaten SP:Strong MV:Winded >
cw 72
change wimpy 72
You will now flee if you go below 72 hit points.

* HP:Beaten SP:Strong MV:Winded >

Shinobi narrates 'you can use search but you have to type searchc 'human / trolloc / seanchan '
every time'

* HP:Beaten SP:Strong MV:Winded >

Shinobi narrates 'and it gets tedios'

* HP:Beaten SP:Strong MV:Winded >
tell shinobi I am trying to not die
You tell Shinobi 'I am trying to not die'

* HP:Beaten SP:Strong MV:Winded >
whe
Players in your Zone
--------------------
Sarinda - At the Brink of the Waterfall
You see signs of enemies nearby.

* HP:Beaten SP:Strong MV:Tiring >
cmw
change mood wimpy
Mood changed to: Wimpy

* HP:Beaten SP:Strong MV:Tiring >
save
You have already saved during this tic.

* HP:Beaten SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - At the Brink of the Waterfall
You see signs of enemies nearby.

* HP:Beaten SP:Strong MV:Tiring >
cmw
change mood wimpy
Mood changed to: Wimpy

* HP:Battered SP:Strong MV:Tiring >

Sepherin narrates 'that's what the alias scripting is for'

* HP:Battered SP:Strong MV:Tiring >
scan s
Your eyesight is not so keen.

* HP:Battered SP:Strong MV:Tiring >
whe
Players in your Zone
--------------------
Sarinda - At the Brink of the Waterfall
You see signs of enemies nearby.

* HP:Battered SP:Strong MV:Tiring >
sc
You have 84(271) hit and 98(146) movement points.
You have scored 108579365 experience points and 428 quest points.
You need 1727239998 exp to level and 572 qp to rank.
You have amassed 271 Turn points to date.
You have played 29 days and 5 hours (real time).
This ranks you as Sarinda the Elder Sister [Red Ajah 6] (Level 51).
You are resting.

* HP:Battered SP:Strong MV:Tiring >
rel
You aren't in touch with saidar to release anything.

* HP:Battered SP:Strong MV:Tiring >
cw 83
change wimpy 83
You will now flee if you go below 83 hit points.

* HP:Battered SP:Strong MV:Tiring >
l
At the Brink of the Waterfall
The river abruptly vanishes to the west, as it rolls over a small cliff. The
height of the waterfall is not great; the sound of water crashing against rocks
at the base of the waterfall is clear and decidedly close. However, it is very
unlikely that anybody who was so careless as to float over the waterfall would
survive.
[ obvious exits: E S ]
Zone: Black Hills

* HP:Battered SP:Strong MV:Tiring >
eq
You are using:
<worn on finger> a gold ring
<worn on finger> a beautifully worked great serpent ring
<worn on head> a fine linen riding hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a satin blouse
<worn about body> a scarlet cloak of soft velvet
<worn on arms> a red fringed shawl
<worn on hands> a pair of slim riding gloves
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a yew staff
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a belt pack
<worn on legs> a divided riding skirt
<worn on feet> a set of soft velvet slippers

* HP:Battered SP:Strong MV:Tiring >
exit
The Tar Valon guardsmen ring the city alarm in the distance.
Obvious exits:
East - The River Haevin
South - Along the River Haevin

* HP:Battered SP:Strong MV:Tiring >

(tic_timer): Tic in 7 seconds!

Shinobi narrates 'so if you knew what your answer would be why would you ask :p'

* HP:Battered SP:Strong MV:Strong >

Your extra burst of stamina fades.
(tic_timer): Tic length updated to: 60.470 seconds.

* HP:Battered SP:Full MV:Full >

*Byrg* tries to slash you, but you parry successfully.

* HP:Battered SP:Full MV:Full - Byrg: Battered >

You try to strike *Byrg*, but he deflects the blow.

* HP:Battered SP:Full MV:Full - Byrg: Battered >

Shinobi narrates 'if you depend on search and triggers you will go haggard'

* HP:Battered SP:Full MV:Full - Byrg: Battered >
l

You dodge a bash from *Byrg* who loses his balance and falls!

sta
* HP:Battered SP:Full MV:Full - Byrg: Battered > At the Brink of the Waterfall
The river abruptly vanishes to the west, as it rolls over a small cliff. The
height of the waterfall is not great; the sound of water crashing against rocks
at the base of the waterfall is clear and decidedly close. However, it is very
unlikely that anybody who was so careless as to float over the waterfall would
survive.
[ obvious exits: E S ]
Zone: Black Hills
*Byrg* is sitting here.

* HP:Battered SP:Full MV:Full - Byrg: Battered >
emb
Do you not consider fighting as standing?

* HP:Battered SP:Full MV:Full - Byrg: Battered >
is
channel 'ice spikes'
You feel the flows of saidar coursing through your body.

* HP:Battered SP:Full MV:Full - Byrg: Battered > You begin to weave the
appropriate flows...
-=+*

*Byrg* clambers to his feet.
*+=- -=
You are no longer fighting that opponent!

* HP:Battered SP:Full MV:Full >
is
channel 'ice spikes'
1
k dark
Who or what should the weave be cast upon?

* HP:Battered SP:Full MV:Full >
They aren't here.

* HP:Battered SP:Full MV:Full >
a
diagnose h.dark
No-one by that name here.

* HP:Battered SP:Full MV:Full >

Shinobi narrates 'it also requires you know the race of your opponent to be successful'

* HP:Battered SP:Full MV:Full >
1
k dark
They aren't here.

* HP:Battered SP:Full MV:Full >
1
k dark
They aren't here.

* HP:Battered SP:Full MV:Full >
l
At the Brink of the Waterfall
The river abruptly vanishes to the west, as it rolls over a small cliff. The
height of the waterfall is not great; the sound of water crashing against rocks
at the base of the waterfall is clear and decidedly close. However, it is very
unlikely that anybody who was so careless as to float over the waterfall would
survive.
[ obvious exits: E S ]
Zone: Black Hills

* HP:Battered SP:Full MV:Full >

*Byrg* tries to slash you, but you parry successfully.

* HP:Battered SP:Full MV:Full - Byrg: Battered >
is
channel 'ice spikes'

You try to strike *Byrg*, but he deflects the blow.

* HP:Battered SP:Full MV:Full - Byrg: Battered > You begin to weave the
appropriate flows...
-=+*

*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* HP:Battered SP:Full MV:Full - Byrg: Battered >
is
channel 'ice spikes'

*Byrg* slashes your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Along the River Haevin
[ obvious exits: N E D ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Full >
Who or what should the weave be cast upon?

* HP:Beaten SP:Full MV:Full >
e

*Byrg* has arrived from the north.

* HP:Beaten SP:Full MV:Full > *Byrg* tries to slash you, but you deflect the blow.
No way! You're fighting for your life!

* HP:Beaten SP:Full MV:Full - Byrg: Battered >
f
You panic and attempt to flee!


You flee head over heels.
Near the Base of the Waterfall
[ obvious exits: N W U ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Full >
w
Shinobi narrates 'so you can search dark or seanchan'
Near the Cliff
[ obvious exits: N E ]
Zone: Black Hills
Door south: bushes
*Shzrei* is standing here.
A rust-colored bobcat crouches low, ready to pounce.

n
* HP:Beaten SP:Full MV:Full >
The Rapids
[ obvious exits: E S ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Strong >
e
In the Spray of the Waterfall
[ obvious exits: S W D ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Strong >
exit
Obvious exits:
South - Near the Base of the Waterfall
West - The Rapids
Down - In the Pool

* HP:Beaten SP:Full MV:Strong >
d

The Tar Valon guardsmen ring the city alarm in the distance.

* HP:Beaten SP:Full MV:Strong > In the Pool
[ obvious exits: U ]
Zone: Black Hills
A bloated and partially decayed corpse lies here.

* HP:Beaten SP:Full MV:Strong >

Shinobi narrates 'or human'

* HP:Beaten SP:Full MV:Strong >
cmw
change mood wimpy
Mood changed to: Wimpy

* HP:Beaten SP:Full MV:Strong >
rel
*Byrg* tries to slash you, but you deflect the blow.
Ok.

save
* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
Saving Sarinda.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >

Shinobi narrates 'but cant know who or if one is hidden'

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
You try to strike *Byrg*, but he deflects the blow.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
emb
You feel the flows of saidar coursing through your body.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
You dodge a bash from *Byrg* who loses his balance and falls!
You panic and attempt to flee! -- At this point I realize autowimpy is still set above my current HP, so I am fleeing any time he tries to bash, even if it's a miss.

is
channel 'ice spikes'

You flee head over heels.
In the Spray of the Waterfall
[ obvious exits: S W D ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Strong >
Who or what should the weave be cast upon?

* HP:Beaten SP:Full MV:Strong >
d
is
channel 'ice spikes'
In the Pool
[ obvious exits: U ]
Zone: Black Hills
A bloated and partially decayed corpse lies here.
*Byrg* is sitting here.

* HP:Beaten SP:Full MV:Strong > Who or what should the weave be cast upon?

* HP:Beaten SP:Full MV:Strong >

*Byrg* clambers to his feet.

* HP:Beaten SP:Full MV:Strong >

(tic_timer): Tic in 7 seconds!

*Byrg* tries to slash you, but you parry successfully.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
p
channel 'ice spikes' h.dark

You try to strike *Byrg*, but he deflects the blow.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered >
You begin to weave the appropriate flows...
-
Sepherin narrates 'so just search, not notice then?'
=+**+=

*Byrg* tries to slash you, but you deflect the blow.
You dodge a bash from *Byrg* who loses his balance and falls!
You are interrupted and stop what you are doing.
You panic and attempt to flee!

cw 0
change wimpy 0 -- Alright, time to try and kill you. No more running.

You flee head over heels.
In the Spray of the Waterfall
[ obvious exits: S W D ]
Zone: Black Hills

* HP:Beaten SP:Full MV:Strong > You won't flee from any fight now.

* HP:Beaten SP:Full MV:Strong >
d
1
k dark
In the Pool
[ obvious exits: U ]
Zone: Black Hills
A bloated and partially decayed corpse lies here.
*Byrg* is standing here.

* HP:Beaten SP:Full MV:Strong >
p
channel 'ice spikes' h.dark
You strike *Byrg*'s body.

* HP:Beaten SP:Full MV:Strong - Byrg: Battered > You begin to weave the
appropriate flows...

*Byrg* tries to slash you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.519 seconds.
-=+**+=- -=
You try to strike *Byrg*, but he deflects the blow.
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Battered SP:Strong MV:Strong - Byrg: Beaten >
p
channel 'ice spikes' h.dark
Shinobi tells you 'notice is better than search'
You begin to weave the appropriate flows...


*Byrg* sends you sprawling with a powerful bash!
Ouch! You couldn't maintain the flows.

* HP:Beaten SP:Strong MV:Strong - Byrg: Beaten >

*Byrg* tries to slash you, but you parry successfully.

* HP:Beaten SP:Strong MV:Strong - Byrg: Beaten >

*Byrg* slashes your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten SP:Strong MV:Strong - Byrg: Beaten >

*Byrg* tries to slash you, but you parry successfully. -- At this point, I think I froze mentally for a moment. This is where I'm still gaining experience with risk-taking. I had to stop for a moment to collect my thoughts and process that I wasn't dead. I was so caught off guard by parrying bashed hits that I forgot to start my next weave.

* HP:Beaten SP:Strong MV:Strong - Byrg: Beaten >

*Byrg* slashes your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
Shinobi narrates 'notice is better than search'

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
f

You try to strike *Byrg*, but he parries successfully.

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten > You panic and attempt to
flee!


You flee head over heels.
In the Spray of the Waterfall
[ obvious exits: S W D ]
Zone: Black Hills

* HP:Critical SP:Strong MV:Strong >
w
The Rapids
[ obvious exits: E S ]
Zone: Black Hills

* HP:Critical SP:Strong MV:Strong >
s
s
Near the Cliff
[ obvious exits: N E ]
Zone: Black Hills
Door south: bushes
A rust-colored bobcat crouches low, ready to pounce.

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

* HP:Critical SP:Strong MV:Strong >
e
Near the Base of the Waterfall
[ obvious exits: N W U ]
Zone: Black Hills
*Shzrei* is standing here. -- Ugh, this means the others are probably around. My best bet is to stay on water.

* HP:Critical SP:Strong MV:Strong >
n
In the Spray of the Waterfall
[ obvious exits: S W D ]
Zone: Black Hills
*Byrg* is standing here.

* HP:Critical SP:Strong MV:Strong >
e
Alas, you cannot go that way...

* HP:Critical SP:Strong MV:Strong >
d
In the Pool
[ obvious exits: U ]
Zone: Black Hills
A bloated and partially decayed corpse lies here.

* HP:Critical SP:Strong MV:Strong >

*Byrg* tries to slash you, but you parry successfully.

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
u
No way! You're fighting for your life!

f
* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
You strike *Byrg*'s left leg.
PANIC! You couldn't escape!

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >

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


f
* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
PANIC! You couldn't escape!

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >

You try to strike *Byrg*, but he deflects the blow.

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten >
emb
p
channel 'ice spikes' h.dark
Shinobi narrates 'with notice you see in room 'you sense a hidden lifeform''
You are already in touch with saidar, can't you feel it?

* HP:Critical SP:Strong MV:Strong - Byrg: Beaten > You begin to weave the
appropriate flows...
-=+**+=- -
Sepherin narrates 'go full notice then, aye!'
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Byrg*.

* HP:Critical SP:Strong MV:Strong - Byrg: Critical >

*Byrg* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Strong MV:Strong - Byrg: Critical >

*Byrg* tries to slash you, but you deflect the blow.

* HP:Critical SP:Strong MV:Strong - Byrg: Critical >

*Byrg* tries to slash you, but you deflect the blow.

* HP:Critical SP:Strong MV:Strong - Byrg: Critical >

*Byrg* tries to slash you, but you parry successfully. -- WOW. Super lucky here. Unfortunately, I froze again mentally. If I had started another Ice Spikes timer as soon as I was bashed, and truly mentally committed to the kill, it would have gone through before the next round.

* HP:Critical SP:Strong MV:Strong - Byrg: Critical >
j
channel 'flame strike' h.dark
*someone* slashes your left hand into bloody fragments!
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
Circle of Light
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
A torch is here on the ground. [2]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

-----------------------------------------------------------------------

A funny twist: Byrg messaged me on Discord after this to let me know that because I died on water, my corpse drowned and all of my equipment was lost. I feel bad about that because he deserved the kill in the end. It also means that if I had killed Byrg, I would not have gotten any equipment or scalp out of it myself, and I would still be Critical a few rooms away from more trollocs. However, I probably could've had a better chance to rest up a few ticks and try to escape.

I'm bummed that I died, given that in hindsight there were multiple times I could have plausibly made a run for it and lived to tell the tale. But in the end, I'm proud for almost killing Byrg (he was at 55 HP after I died) and for coming back into the room to run a weave timer a few times when I was Beaten/Critical.

Post Reply