Projectile Logs

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Projectile Logs

Post by jaimie » Tue Mar 21, 2023 2:50 pm

The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
*Baran* is standing here, riding a warhorse.
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Full >
You pierce *Baran*'s right leg.

* S HP:Healthy MV:Full - Baran: Battered > No way! You're fighting for your life!

* S HP:Healthy MV:Full - Baran: Battered > You do the best you can!

* S HP:Healthy MV:Full - Baran: Battered >
*Baran* tries to scythe you, but you parry successfully.
You tickle *Baran*'s head with your pierce.
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Full - Baran: Battered >
You narrate '2n 3e'


* S HP:Healthy MV:Full - Baran: Battered >

You do the best you can!
*Baran* leaves east riding a warhorse.

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

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

* S HP:Healthy MV:Full >
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
East: Spectre the Grotesque Torturer is standing here.

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

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

* S HP:Healthy MV:Strong >
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
West: Spectre the Grotesque Torturer is standing here.
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Strong >
They aren't here.
Spectre has arrived from the west.

* S HP:Healthy MV:Strong > A sergeant bellows 'hRXJH ^Wp rBOR grYHz Hhhm rDU Fusc pWcUctal'
A sergeant bellows '_KCux @`v IuxN _ccv] mR_v dEv [qkr ^jKvnGpl'
A sergeant bellows 'imldt Chq QjpT nBAtY o[WZ `cF lPyk [QlBxU_q'
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
West: Spectre the Grotesque Torturer is standing here.
*Baran* is standing here, riding a warhorse.
Spectre has arrived from the west.
*Baran* leaves west riding a warhorse.

* S HP:Healthy MV:Strong > They aren't here.
Spectre leaves east.

* S HP:Healthy MV:Strong >

You narrate '4e'

* S HP:Healthy MV:Strong >
They aren't here.
Spectre has arrived from the east.

* S HP:Healthy MV:Strong >
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
East: Spectre the Grotesque Torturer is standing here.
A Shienaran scout blends into the surroundings here.


* S HP:Healthy MV:Strong >
They aren't here.
Spectre has arrived from the east.

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

* S HP:Healthy MV:Strong >
You try to pierce *Fermin*, but he deflects the blow.
Spectre has arrived from the east.

* S HP:Healthy MV:Strong - Fermin: Hurt > No way! You're fighting for your life!
Spectre tries to pound *Fermin*, but he deflects the blow.

* S HP:Healthy MV:Strong - Fermin: Hurt > You do the best you can!

* S HP:Healthy MV:Strong - Fermin: Hurt >
Spectre tries to pound *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you parry successfully.
You try to pierce *Fermin*, but he parries successfully.
*Fermin* panics, and attempts to flee!

* S HP:Healthy MV:Strong - Fermin: Hurt >
#Ok. $target is now set to {light}.



You narrate '2n 2e'

* S HP:Healthy MV:Strong - Fermin: Hurt >
You do the best you can!
*Fermin* leaves west.

* S HP:Healthy MV:Strong >

They aren't here.

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


* S HP:Healthy MV:Strong > They aren't here.
Spectre leaves west.


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

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

* S HP:Healthy MV:Strong > The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
Spectre the Grotesque Torturer is here, fighting Fermin.
*Fermin* is here, fighting Spectre.
Rig narrates '2n 2e 3n'

* S HP:Healthy MV:Strong > You try to pierce *Fermin*, but he dodges the attack.
*Fermin* panics, and attempts to flee!

* S HP:Healthy MV:Strong - Spectre: Beaten - Fermin: Hurt > No way! You're fighting for your life!

* S HP:Healthy MV:Strong - Spectre: Beaten - Fermin: Hurt > You do the best you can!

* S HP:Healthy MV:Strong - Spectre: Beaten - Fermin: Hurt >

You do the best you can!


* S HP:Healthy MV:Strong - Spectre: Beaten - Fermin: Hurt > You do the best you can!


* S HP:Healthy MV:Strong - Spectre: Beaten - Fermin: Hurt > You do the best you can!
*Fermin* leaves east.

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

* S HP:Healthy MV:Strong >

The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
North: *Fermin* is standing here.
East: A Shienaran scout blends into the surroundings here.
West: Spectre the Grotesque Torturer is standing here.
Spectre has arrived from the west.

* S HP:Healthy MV:Strong >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
North: *Fermin* is standing here.
South: Spectre the Grotesque Torturer is standing here.
Judy the Grizzly Scrapper is standing here.

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

* S HP:Healthy MV:Strong >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
North: A tough Shienaran soldier waits here.
South: Judy the Grizzly Scrapper is standing here.
*Fermin* is standing here.
Rig the Myrddraal is here, fighting Baran, riding a shadow stallion.
*Baran* is sitting here, riding a warhorse.
*Loret* is here, fighting Rig.
A soldier is here, fighting Rig.
A sergeant is here, fighting Rig.
A sergeant is here, fighting Rig.
A sergeant is here, fighting Rig.
*Fermin* tries to pierce you, but you parry successfully.

* S HP:Healthy MV:Strong - Fermin: Hurt >
You do the best you can!


* S HP:Healthy MV:Strong - Fermin: Hurt > No way! You're fighting for your life!

* S HP:Healthy MV:Strong - Fermin: Hurt > Judy has arrived from the south.
You do the best you can!

* S HP:Healthy MV:Strong - Fermin: Hurt >
Judy tries to hack *Fermin*, but he parries successfully.
Rig narrates 'beat bashed baran'

* S HP:Healthy MV:Strong - Fermin: Hurt >

Spectre has arrived from the south.

* S HP:Healthy MV:Strong - Fermin: Hurt > Arglebargle, glop-glyf!?!
Spectre leaves north.

* S HP:Healthy MV:Strong - Fermin: Hurt >
You try to pierce *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you parry successfully.
A sergeant pounds Rig's left arm hard.
A sergeant pounds Rig's right arm.
A sergeant tickles Rig's body with his pound.
A soldier tries to scythe Rig, but he deflects the blow.
*Loret* pierces Rig's left leg.
Rig slashes *Baran*'s body hard.

* S HP:Healthy MV:Strong - Fermin: Hurt >
#Ok. $target is now set to {baran}.

A sergeant bellows 'bmB\P YPn JO_B \A]Jc GWVs bF` uhPW kTkKFfhW'
A sergeant bellows 'UQWjv r_J OILt eEubG qo?k Vtr U]Rm t`iOkyr^'
You try to pierce *Fermin*, but he parries successfully.
Spectre has arrived from the north.

* S HP:Healthy MV:Strong - Fermin: Hurt >

Spectre tries to pound *Fermin*, but he deflects the blow.

* S HP:Healthy MV:Strong - Fermin: Hurt >
[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.
*Fermin* panics, and attempts to flee!

* S HP:Healthy MV:Strong - Fermin: Hurt > [draw throwing]
You try to quietly draw a throwing knife from a gown of exquisite design.

* S HP:Healthy MV:Strong - Fermin: Hurt >
[throw baran]
You throw a throwing knife at *Baran*.

* S HP:Healthy MV:Strong - Fermin: Hurt >
*Fermin* avoids being bashed by Judy who loses her balance and falls!

* S HP:Healthy MV:Strong - Fermin: Hurt >
A throwing knife arcs through the air.

* S HP:Healthy MV:Strong - Fermin: Hurt >
A sergeant bellows 'Z@xZF Ig_ mHCw zaIl? IztrDB\ qGU TPdt cejvmlZI'
A sergeant bellows 'WiSIS IW? Wv?x tkzvY _WK_xX? pv] AcUp sC@AOKQH'
A sergeant bellows 'ClSXP g\Z _Ug^ bWZQ\ GFf]?sE [wR MueY zVfOhRd?'
*Fermin* tries to pierce you, but you deflect the blow.
A sergeant pounds Rig's body.
A sergeant tries to pound Rig, but he parries successfully.
A sergeant pounds Rig's body.
A soldier scythes Rig's body hard.
*Loret* pierces Rig's body hard.
Rig slashes *Baran*'s right arm hard.
You try to quietly draw a silver-winged basilard from a fine linen riding hood.
*Fermin* leaves north.

* S HP:Healthy MV:Strong >
*Baran* grunts in pain as he is struck by a throwing knife.

* S HP:Healthy MV:Strong >
[throw baran]
You can't throw that!

* S HP:Healthy MV:Strong >
*Loret* pierces Rig's body.
Spectre tries to pound *Loret*, but she deflects the blow.

* S HP:Healthy MV:Strong >
Judy clambers to her feet.
You try to pierce *Loret*, but she parries successfully.

* S HP:Healthy MV:Strong - Rig: Wounded - Loret: Wounded >
Judy barely hacks *Baran*'s head.

* S HP:Healthy MV:Strong - Rig: Wounded - Loret: Wounded >
*Fermin* tries to pierce you, but you deflect the blow.

* S HP:Healthy MV:Strong - Rig: Wounded - Loret: Wounded >
*Fermin* tries to pierce you, but you parry successfully.
You try to pierce *Loret*, but she parries successfully.
A sergeant pounds Rig's body.
A sergeant pounds Rig's body.
A sergeant pounds Rig's left foot.
A soldier barely scythes Rig's body.
*Loret* pierces Rig's body.

* S HP:Healthy MV:Strong - Rig: Battered - Loret: Wounded >


You panic and attempt to flee!


Rig sends *Baran* sprawling with a powerful bash!

*Loret* pierces Rig's left arm.
You flee head over heels.
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
North: *Fermin* is standing here.
They aren't here.

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


* S HP:Healthy MV:Strong > Mood changed to: Brave
Wimpy reset to: 117 hit points.

* S HP:Healthy MV:Strong >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
North: A tough Shienaran soldier waits here.
*Fermin* is standing here.
Spectre the Grotesque Torturer is here, fighting Loret.
Judy the Grizzly Scrapper is here, fighting Baran.
Rig the Myrddraal is here, fighting Baran, riding a shadow stallion.
*Baran* is sitting here, riding a warhorse.
*Loret* is here, fighting Rig.
A soldier is here, fighting Rig.
A sergeant is here, fighting Rig.
A sergeant is here, fighting Rig.
A sergeant is here, fighting Rig.
Rig narrates 'beat bashed'
*Fermin* tries to pierce you, but you parry successfully.


* S HP:Healthy MV:Strong - Fermin: Hurt > You try to pierce *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you deflect the blow.
Judy barely hacks *Baran*'s body.
A sergeant pounds Rig's body hard.
A sergeant pounds Rig's right leg hard.
A sergeant tries to pound Rig, but he deflects the blow.
A soldier scythes Rig's body.
*Loret* tries to pierce Rig, but he deflects the blow.
Rig slashes *Baran*'s body.
[throw baran]
You can't throw that!

* S HP:Healthy MV:Strong - Fermin: Hurt >
Rig narrates 'baran'

* S HP:Healthy MV:Strong - Fermin: Hurt >
A sergeant bellows 'ccWme _ZG touU pWefq jiq?ek gVh ^`o` FW@^BfwU'
A sergeant bellows 'p_SnF sFW SfyX AEC]C PIcuhP kNf Qjbo cXTpCS`C'
A sergeant bellows 'EJMuq Hw` f@Sr ]Zgmy pAeHEO Sif ITk[ uq_GcUH_'
Rig narrates 'crit'
Spectre narrates 'bar bashed'


* S HP:Healthy MV:Strong - Fermin: Hurt >
*Loret* tries to pierce Rig, but he deflects the blow.
[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.

* S HP:Healthy MV:Strong - Fermin: Hurt >
[draw throwing]
You try to quietly draw a throwing knife from a set of cloth sleeves.

* S HP:Healthy MV:Strong - Fermin: Hurt > [throw baran]
You throw a throwing knife at *Baran*.

* S HP:Healthy MV:Strong - Fermin: Hurt >
*Fermin* tries to pierce you, but you deflect the blow.
Judy hacks *Baran*'s body.
A sergeant tries to pound Rig, but he deflects the blow.
A sergeant pounds Rig's head.
A sergeant pounds Rig's head.
A soldier tickles Rig's body with his scythe.
*Loret* pierces Rig's right leg.
Rig slashes *Baran*'s right arm.
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Strong - Fermin: Hurt >
A throwing knife arcs through the air.

* S HP:Healthy MV:Strong - Fermin: Hurt >
*Baran* grunts in pain as he is struck by a throwing knife.
*Baran* panics, and attempts to flee!
*Baran* leaves south riding a warhorse.
Judy tries to hack *Fermin*, but he parries successfully.

* S HP:Healthy MV:Strong - Fermin: Hurt >
Rig panics, and attempts to flee!
*Baran* has arrived from the south, riding a warhorse.

* S HP:Healthy MV:Strong - Fermin: Hurt >
*Baran* leaves north riding a warhorse.

* S HP:Healthy MV:Strong - Fermin: Hurt >

Rig leaves south riding a shadow stallion.

* S HP:Healthy MV:Strong - Fermin: Hurt >
Get what?

* S HP:Healthy MV:Strong - Fermin: Hurt > You panic and attempt to flee!


*Loret* pierces Spectre's body.
A soldier joins Fermin's fight!
A sergeant joins a soldier's fight!
A sergeant joins a soldier's fight!
A sergeant joins a soldier's fight!
Judy tries to hack *Fermin*, but he deflects the blow.
*Fermin* tries to pierce you, but you parry successfully.
Spectre tries to pound *Loret*, but she parries successfully.
Judy panics, and attempts to flee!


#Ok. $target is now set to {baran}.


You flee head over heels.
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
South: *Fermin* is here, fighting Judy.
Rig the Myrddraal is standing here, riding a shadow stallion.
A tough Shienaran soldier waits here.


* S HP:Healthy MV:Tiring >
[draw basilard]
You try to quietly draw a silver-winged basilard from a fine linen riding hood.
Rig leaves north riding a shadow stallion.
You follow Rig.

Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
South: A tough Shienaran soldier waits here.
Rig the Myrddraal is standing here, riding a shadow stallion.

* S HP:Healthy MV:Tiring >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
North: A chestnut stallion trots about.
South: The corpse of a Shienaran scout is lying here.
The corpse of a sergeant is lying here. [2]

* S HP:Healthy MV:Tiring >
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
East: A dun mare is here, snorting angrily.
A chestnut stallion trots about.
A shaggy brown mare stands here.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring > A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
South: A chestnut stallion trots about.
West: A tough Shienaran soldier waits here.

o S HP:Healthy MV:Tiring > They aren't here.

o S HP:Healthy MV:Tiring >

A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S D ]
North: A tough Shienaran soldier waits here.

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


* S HP:Healthy MV:Tiring > A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
North: A tough Shienaran soldier waits here.

* S HP:Healthy MV:Tiring >
Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]

* S HP:Healthy MV:Tiring > Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
West: A Shienaran scout watches the horizon.


* S HP:Healthy MV:Tiring >
Before the Tower
You are standing in front of an old, apparently abandoned watchtower, the one
that you have been seeing glimpses of from the road. You get a chill feeling
as you look up at the big gray mass that looms up above you. Bits and pieces
of gray masonry have fallen away from the tower, and you see an especially big
piece half embedded in the ground. The entrance to the tower looks like a
black mouth, and the door has long rotted away. A dark path leads east from
here, heavily shadowed by the trees that loom over it. Another path leads
south from here.
[ obvious exits: N E S W ]
West: A gray palfrey prances skittishly nearby.
A Shienaran scout watches the horizon.

* S HP:Healthy MV:Tiring > Entrance to Clearing
A canopy of trees covers you, ending at a clearing. An old, gray tower looms
over the trees right before you. The hidden path comes to an end here, along
with the clearing. There is an ominous feel to the air here, with the lack
of any sounds of wildlife permeating the trees.
[ obvious exits: N S ]
North: A Shienaran scout watches the horizon.


* S HP:Healthy MV:Tiring >

Hidden Path
You are almost at the tower now, which fills the opening in the trees that you
can see farther up the path. Very faint scuff marks and faint footprints lead
up to the tower. The trees looming up beside and over the path block out all
light here, and you can't see the sky. The path continues to the south, and
you can't see the end because of the enveloping shadows.
[ obvious exits: N S ]
South: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
East: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
North:
* S HP:Healthy MV:Tiring >
Hidden Path
The trees to either side loom up beside and over this path, concealing the
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
South: The short gray wolf bitch is foraging for food here.

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


* S HP:Healthy MV:Tiring > They aren't here.

* S HP:Healthy MV:Tiring > They aren't here.


* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring > They aren't here.

* S HP:Healthy MV:Tiring > They aren't here.

* S HP:Healthy MV:Tiring >

They aren't here.

* S HP:Healthy MV:Tiring > Rig swiftly dodges the gray wolf bitch's attempt to hit him.
They aren't here.

* S HP:Healthy MV:Tiring >

Hidden Path
The trees to either side loom up beside and over this path, concealing the
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
South:
* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring > They aren't here.


* S HP:Healthy MV:Tiring >
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
North: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
Alas, you cannot go that way...
Spectre narrates 'not kaj'

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

* S HP:Healthy MV:Tiring >
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
West: A Shienaran scout blends into the surroundings here.

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

* S HP:Healthy MV:Tiring >
Bend in the Path
As you trudge along, the path arcs towards the north here, deeper into the
forest. The tracks you leave behind are lost in the mass of tracks you can
see on the path, leading both ways. To the west, you can barely make out
the end of the path, and to the north, you can see that the path bends back
to it's east-west orientation.
[ obvious exits: N W ]


* S HP:Healthy MV:Winded >
Rig narrates 'gd wolf'


* S HP:Healthy MV:Winded >
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]

* S HP:Healthy MV:Winded >
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
Spectre the Grotesque Torturer is standing here.

* S HP:Healthy MV:Winded >
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
East: *Loret* is standing here.
West: Spectre the Grotesque Torturer is standing here.

* S HP:Healthy MV:Winded > Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
North: A Shienaran sergeant watches for the enemy here.
The corpse of a Shienaran scout is lying here.
The corpse of a sergeant is lying here. [2]
*Loret* is standing here.
A tough Shienaran soldier waits here.


* S HP:Healthy MV:Winded > Campsite
Here in the southwest corner of the clearing, you can only see more signs
of habitation. Lots of tracks and discarded trash litter the ground here,
signs of a hasty evacuation. Looking around, you can see two paths out of
the clearing to the west.
[ obvious exits: N W ]
North: A dun mare is here, snorting angrily.
West: *Loret* is standing here.
A weapon rack stands on the ground here, ready to store weapons.

* S HP:Healthy MV:Winded > You stop paying increased attention to your surroundings.


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

* S HP:Healthy MV:Winded >
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
West: *Loret* is standing here.
A dun mare is here, snorting angrily.


* S HP:Healthy MV:Winded > Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
East: A dun mare is here, snorting angrily.
South: A Shienaran sergeant watches for the enemy here.
*Loret* is standing here.
A chestnut stallion trots about.
A shaggy brown mare stands here.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.


* S HP:Healthy MV:Winded > A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
South: *Loret* is standing here.
West: A tough Shienaran soldier waits here.

o S HP:Healthy MV:Winded >
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S D ]
North: A warhorse is here, stamping his feet impatiently.
A tough Shienaran soldier waits here.

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

* S HP:Healthy MV:Winded >
A Cleared Campsite
The campsite shows the signs of newly growing plants surrounding the edge
of an area that has recently been given a facelift. It is a good spot to
set camp, with all sides protected. The only way to enter or leave is to
head out down the path to the south.
[ obvious exits: S ]
South: A tough Shienaran soldier waits here.
A campfire burns slowly, sending smoke into the sky.
A warhorse is here, stamping his feet impatiently.
*Baran* is standing here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.


* S HP:Healthy MV:Winded >
Spectre narrates 'on fermin no mob'

* S HP:Healthy MV:Winded > You barely pierce *Baran*'s head.
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Winded - Baran: Critical >
You pierce *Baran*'s body.
You panic and attempt to flee!
Spectre narrates 'i'm beaten'





A sergeant tries to pound you, but you deflect the blow.
A sergeant joins a sergeant's fight!
A sergeant tries to pound you, but you parry successfully.
A sergeant tries to pound you, but you deflect the blow.
*Baran* tries to scythe you, but you dodge the attack.
Your heartbeat calms down more as you feel less panicked.
*Baran* leaves south.

You flee head over heels.
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S D ]
North: A warhorse is here, stamping his feet impatiently.
*Baran* is standing here.
A tough Shienaran soldier waits here.
You pierce *Baran*'s left leg.
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Tiring - Baran: Critical > You do the best you can!

* S HP:Healthy MV:Tiring - Baran: Critical > You do the best you can!

* S HP:Healthy MV:Tiring - Baran: Critical >

*Baran* leaves north.

* S HP:Healthy MV:Tiring >
A sergeant has arrived from the north.
A sergeant has arrived from the north.
They aren't here.

* S HP:Healthy MV:Tiring > They aren't here.

* S HP:Healthy MV:Tiring >

*Baran* has arrived from the north.

* S HP:Healthy MV:Tiring >
A Cleared Campsite
The campsite shows the signs of newly growing plants surrounding the edge
of an area that has recently been given a facelift. It is a good spot to
set camp, with all sides protected. The only way to enter or leave is to
head out down the path to the south.
[ obvious exits: S ]
South: *Baran* is standing here.
A campfire burns slowly, sending smoke into the sky.
A warhorse is here, stamping his feet impatiently.

* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring >
A sergeant has arrived from the south.
A sergeant has arrived from the south.
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S D ]
North: A Shienaran sergeant watches for the enemy here.
South: *Baran* is standing here.
A tough Shienaran soldier waits here.

* S HP:Healthy MV:Tiring > They aren't here.

* S HP:Healthy MV:Tiring >

A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
South: *Loret* is standing here.
West: A tough Shienaran soldier waits here.

o S HP:Healthy MV:Tiring >
A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S D ]
North: A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* S HP:Healthy MV:Tiring > A sergeant has arrived from the north.
A sergeant has arrived from the north.
They aren't here.


* S HP:Healthy MV:Tiring >
A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
North: A Shienaran sergeant watches for the enemy here.

* S HP:Healthy MV:Tiring > A black messenger pigeon flutters its wings.
A black messenger pigeon leaves south.
They aren't here.

* S HP:Healthy MV:Tiring >
Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]
South: A Shienaran sergeant watches for the enemy here.
A black messenger pigeon is here.

* S HP:Healthy MV:Tiring >
A Path
The dark, twisted path is surrounded by a wall of gnarled, evil-looking trees
to both sides. As you cautiously walk down the path, your boots stick slightly
to the damp ground, prompting you to look down. Here, the path continues north
and south.
[ obvious exits: N S ]
North: A Shienaran sergeant watches for the enemy here.
South: A black messenger pigeon is here.

* S HP:Healthy MV:Tiring >
They aren't here.

* S HP:Healthy MV:Tiring > A sergeant has arrived from the north.
A sergeant has arrived from the north.
Branch in Dark Path
Here, the dark path branches. To the south, it joins with another path, and to
the north and west, the path continues. The looming, gnarled trees block out
all light. For some reason, little clumps of dirt stick to your boots with
each step you take.
[ obvious exits: N S W ]
North: A Shienaran sergeant watches for the enemy here.
South: A Shienaran sergeant watches for the enemy here.
A black messenger pigeon is here.

* S HP:Healthy MV:Winded >
You narrate 'block'

* S HP:Healthy MV:Winded >
A black messenger pigeon beats its wings harder.
A sergeant has arrived from the north.
A sergeant has arrived from the north.
Alas, you cannot go that way...

* S HP:Healthy MV:Winded >


You narrate 'was near pit'

* S HP:Healthy MV:Winded >
A sergeant tries to pound you, but you dodge the attack.
A sergeant tries to pound you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Healthy MV:Winded - a sergeant: Scratched >
No way! You're fighting for your life!

* S HP:Healthy MV:Winded - a sergeant: Scratched > No way! You're fighting for your life!

* S HP:Healthy MV:Winded - a sergeant: Scratched >
No way! You're fighting for your life!

* S HP:Healthy MV:Winded - a sergeant: Scratched > A black messenger pigeon leaves west.
You panic and attempt to flee!
Rig narrates 'we are on no mob'
Spectre narrates 'fi'


You flee head over heels.
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
North: A Shienaran sergeant watches for the enemy here.
West: A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.
Arglebargle, glop-glyf!?!
Rig narrates 'bsahed'

* S HP:Healthy MV:Winded >

A sergeant bellows 'NYrvz eQO zPQ\ Q?SJV rldFzR IaO FYh\ [wnJrnpA'
Alas, you cannot go that way...

* S HP:Healthy MV:Winded >
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
East: A Shienaran sergeant watches for the enemy here.
Rig the Myrddraal is here, fighting Fermin, riding a shadow stallion.
*Fermin* is sitting here.
Spectre the Grotesque Torturer is here, fighting Fermin.

* S HP:Healthy MV:Winded >
Rig slashes *Fermin*'s right leg into bloody fragments!
They aren't here.

* S HP:Healthy MV:Winded >
Spectre narrates 'ficking bashed'

* S HP:Healthy MV:Winded >
#Ok. $target is now set to {lig}.


Rig slashes *Fermin*'s head into bloody fragments!
Spectre pounds *Fermin*'s head into bloody fragments!
*Fermin* panics, and attempts to flee!
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
West: A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


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

* S HP:Healthy MV:Winded > Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
North: The corpse of a Shienaran scout is lying here.
The corpse of a sergeant is lying here. [2]

* S HP:Healthy MV:Winded >
#Ok. $target is now set to {light}.

*Baran* is standing here, riding a dun mare.
*Loret* is standing here.
A chestnut stallion trots about.
A shaggy brown mare stands here.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Healthy MV:Winded >

[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.

* S HP:Healthy MV:Winded > A sergeant has arrived from the west.
[draw throwing]
You try to quietly draw a throwing knife from a belt with a buckle of cuendillar.

* S HP:Healthy MV:Winded >

Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
South: A Shienaran sergeant watches for the enemy here.
*Baran* is standing here, riding a dun mare.
*Loret* is standing here.
A chestnut stallion trots about.
A shaggy brown mare stands here.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* S HP:Healthy MV:Winded > [throw baran]
You throw a throwing knife at *Baran*.
*Baran* tries to scythe you, but you deflect the blow.

* S HP:Healthy MV:Winded - Baran: Critical >
A sergeant has arrived from the south.

* S HP:Healthy MV:Winded - Baran: Critical >
A throwing knife arcs through the air.
A sergeant bellows 'TQBVv _]U dTlJ OUSjg Gt\qYk shQ ZLHQ FU[AlVZF'
A sergeant joins a sergeant's fight!
A shaggy brown mare panics, and attempts to flee!
A shaggy brown mare leaves east.
A member of the Lancer cavalry joins a sergeant's fight!

* S HP:Healthy MV:Winded - Baran: Critical >
*Baran* panics, and attempts to flee!

* S HP:Healthy MV:Winded - Baran: Critical >

A throwing knife rips through *Baran*'s guts as he collapses to the ground.
*Baran* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Baran*'s death cry.
Last edited by jaimie on Tue Mar 21, 2023 2:51 pm, edited 1 time in total.

jaimie
Posts: 55
Joined: Tue Apr 12, 2022 10:40 pm

Re: Projectile Logs

Post by jaimie » Tue Mar 21, 2023 2:51 pm

Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
Spectre the Grotesque Torturer is standing here.
Rig the Myrddraal is standing here, riding a shadow stallion.
A handsome stag stands here, ready to run.
Rig narrates 'going'

o S HP:Scratched MV:Tiring >




You narrate 'where'

o S HP:Scratched MV:Strong > Obvious exits:
North - Thinning Woods
East - Thinning Woods
West - Thinning Woods
Rig leaves north riding a shadow stallion.
You follow Rig.

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 ]
Rig the Myrddraal is standing here, riding a shadow stallion.
*Loret* is standing here.
*Jaxon* is standing here.
*Baran* is standing here, riding a warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
Spectre has arrived from the south.
Spectre tries to pound *Loret*, but she deflects the blow.

* S HP:Scratched MV:Strong >
{target}={light}
> You pierce *Jaxon*'s right leg.
Rig slashes *Baran*'s left leg hard.

* S HP:Scratched MV:Strong - Jaxon: Battered > You do the best you can!

* S HP:Scratched MV:Strong - Jaxon: Battered > You do the best you can!

* S HP:Scratched MV:Strong - Jaxon: Battered >
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 ]
Spectre the Grotesque Torturer is here, fighting Loret.
Rig the Myrddraal is here, fighting Baran, riding a shadow stallion.
*Loret* is here, fighting Spectre.
*Jaxon* is here, fighting YOU!
*Baran* is here, fighting Rig, riding a warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Scratched MV:Strong - Jaxon: Battered >
Baran looks pretty hurt.

* S HP:Scratched MV:Strong - Jaxon: Battered >
*Baran* tries to scythe Rig, but he deflects the blow.
The ancient tree barely hits Rig's right arm.
The ancient tree joins the ancient tree's fight!
You pierce *Jaxon*'s left leg.
*Loret* pierces Spectre's right leg.
*Baran* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Jaxon: Battered >

*Baran* leaves west riding a warhorse.

* S HP:Scratched MV:Strong - Jaxon: Battered > You pierce *Jaxon*'s body.
*Loret* pierces Spectre's body.
[throw baran]
You can't throw that!

* S HP:Scratched MV:Strong - Jaxon: Battered >
*Loret* avoids being bashed by Spectre who loses his balance and falls!

* S HP:Scratched MV:Strong - Jaxon: Battered >
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 ]
Spectre the Grotesque Torturer is here, fighting Loret.
Rig the Myrddraal is here, fighting the ancient tree, riding a shadow stallion.
*Loret* is here, fighting Spectre.
*Jaxon* is here, fighting YOU!
The ancient tree is here, fighting Rig.
The ancient tree is here, fighting Spectre.

* S HP:Scratched MV:Strong - Jaxon: Battered >
You dodge a bash from *Jaxon* who loses his balance and falls!

* S HP:Scratched MV:Strong - Jaxon: Battered >
Rig slashes the ancient tree's trunk into bloody fragments!
The ancient tree tickles Spectre's body with its hit.
The ancient tree tries to hit Rig, but he parries successfully.
You pierce *Jaxon*'s left leg.
*Loret* pierces Spectre's head.
The lone wolf has arrived from the north.
Rig narrates 'n e ent baran beat '

* S HP:Scratched MV:Strong - Jaxon: Battered >
Rig panics, and attempts to flee!
*Baran* has arrived from the west, riding a warhorse.

* S HP:Scratched MV:Strong - Jaxon: Battered >
Rig leaves north riding a shadow stallion.
*Baran* tries to scythe you, but you parry successfully.

* S HP:Scratched MV:Strong - Jaxon: Battered >

*Loret* pierces Spectre's body.
Rig narrates 'brb'

* S HP:Scratched MV:Strong - Jaxon: Battered > You narrate 'buffing jaxon'

* S HP:Scratched MV:Strong - Jaxon: Battered >
#Ok. $target is now set to {light}.

*Baran* tries to scythe you, but you deflect the blow.
The lone wolf joins Jaxon's fight!
The ancient tree joins the ancient tree's fight!
The ancient tree tickles Spectre's body with its hit.
*Jaxon* tries to hack you, but you parry successfully.
You pierce *Jaxon*'s right arm hard.
*Loret* pierces Spectre's left leg.
The lone wolf has arrived from the north.
Rig has arrived from the north, riding a shadow stallion.

* S HP:Scratched MV:Strong - Jaxon: Battered >
Rig slashes *Baran*'s body.

* S HP:Scratched MV:Strong - Jaxon: Battered >

The lone wolf joins the lone wolf's fight!
[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.

* S HP:Scratched MV:Strong - Jaxon: Battered > [draw throwing]
You try to quietly draw a throwing knife from a gown of exquisite design.
*Loret* avoids being bashed by Spectre who loses his balance and falls!

* S HP:Scratched MV:Strong - Jaxon: Battered >
* S HP:Scratched MV:Strong - Jaxon: Battered >
*Baran* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Jaxon: Battered >
[throw baran]
You throw a throwing knife at *Baran*.

* S HP:Scratched MV:Strong - Jaxon: Battered >
The lone wolf tries to hit Rig, but he deflects the blow.
The ancient tree barely tickles Spectre's head with its hit.
The lone wolf tickles Spectre's left leg with his hit.
*Baran* tries to scythe you, but you parry successfully.
The ancient tree barely hits Spectre's left arm.
*Loret* barely pierces Spectre's body.

* S HP:Scratched MV:Strong - Jaxon: Battered >
*Jaxon* sends you sprawling with a powerful bash!
*Baran* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Jaxon: Battered >
A throwing knife arcs through the air.

* S HP:Scratched MV:Strong - Jaxon: Battered >
*Baran* avoids being bashed by Rig who loses his balance and falls!

* S HP:Scratched MV:Strong - Jaxon: Battered >
*Baran* spasms in excruciating pain as he is struck by a throwing knife.
Spectre looks at *Loret*.
*Baran* leaves north riding a warhorse.

* S HP:Scratched MV:Strong - Jaxon: Battered >


Spectre narrates 'i'm off in a sec'

* S HP:Scratched MV:Strong - Jaxon: Battered >
The lone wolf tries to hit Rig, but he parries successfully.
The ancient tree tickles Spectre's right leg with its hit.
The lone wolf barely tickles Spectre's body with his hit.
The ancient tree barely tickles Spectre's body with its hit.
*Jaxon* hacks your body into bloody fragments!
*Loret* pierces Spectre's right leg.
Spectre tries to pound *Loret*, but she parries successfully.

* S HP:Hurt MV:Strong - Jaxon: Battered > You don't see a knife here.

* S HP:Hurt MV:Strong - Jaxon: Battered > Wield what?
Rig panics, and attempts to flee!

* S HP:Hurt MV:Strong - Jaxon: Battered >
Rig leaves north riding a shadow stallion.

* S HP:Hurt MV:Strong - Jaxon: Battered >
Spectre panics, and attempts to flee!

* S HP:Hurt MV:Strong - Jaxon: Battered >
Spectre leaves south.

* S HP:Hurt MV:Strong - Jaxon: Battered >

Rig has arrived from the north, riding a shadow stallion.

* S HP:Hurt MV:Strong - Jaxon: Battered > You try to quietly draw a silver-winged basilard from a fine linen riding hood.
You pierce *Jaxon*'s right arm hard.
*Loret* pierces Rig's body.
You panic and attempt to flee!


You flee head over heels.
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
A cute brown deer eyes you nervously.

o S HP:Hurt MV:Strong >
Spectre narrates 'firetruck'

o S HP:Hurt MV:Strong >
The lone wolf has arrived from the east.
The lone wolf has arrived from the east.
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 ]
Rig the Myrddraal is here, fighting Loret, riding a shadow stallion.
*Loret* is here, fighting Rig.
*Jaxon* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Strong >
{target}={light}
>

You swiftly dodge the ancient tree's attempt to hit you.
The ancient tree joins the ancient tree's fight!

* S HP:Hurt MV:Strong - the ancient tree: Scratched > You do the best you can!

* S HP:Hurt MV:Strong - the ancient tree: Scratched >
Spectre narrates 'jaimie was bashed'

* S HP:Hurt MV:Strong - the ancient tree: Scratched >
The ancient tree tries to hit Rig, but he parries successfully.
You pierce the ancient tree's crown extremely hard.
The ancient tree tries to hit you, but you deflect the blow.
*Loret* tries to pierce Rig, but he deflects the blow.
You pierce the ancient tree's branch extremely hard.
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 ]
Rig the Myrddraal is here, fighting Loret, riding a shadow stallion.
*Loret* is here, fighting Rig.
*Jaxon* is standing here.
The ancient tree is here, fighting YOU!
The ancient tree is here, fighting Rig.
*Jaxon* leaves west.

* S HP:Hurt MV:Strong - the ancient tree: Hurt >

You panic and attempt to flee!
*Loret* avoids being bashed by Rig who loses his balance and falls!

You flee head over heels.
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]
*Jaxon* is standing here.
The lone wolf is slinking about in the shadows.
The lone wolf is slinking about in the shadows.
A cute brown deer eyes you nervously.
You pierce *Jaxon*'s right arm hard.

o S HP:Hurt MV:Strong - Jaxon: Beaten >
You narrate 'whats up'

o S HP:Hurt MV:Strong - Jaxon: Beaten >
You pierce *Jaxon*'s body.
The lone wolf joins Jaxon's fight!
The lone wolf joins the lone wolf's fight!

o S HP:Hurt MV:Strong - Jaxon: Beaten >

You narrate 'on 1w'
Spectre narrates 'ah'

o S HP:Hurt MV:Strong - Jaxon: Beaten > You are carrying:
Nothing.

o S HP:Hurt MV:Strong - Jaxon: Beaten >
You are using:
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a fine linen riding hood
<worn around neck> a pair of golden braids woven into the cloak
<worn around neck> a pair of golden braids woven into the cloak
<worn on body> a bearskin tunic
<worn about body> a gown of exquisite design
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a polished onyx-inlaid shield (used)
<wielded> a silver-winged basilard
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a small leather sheath
<worn on belt> a small leather sheath
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

o S HP:Hurt MV:Strong - Jaxon: Beaten >
You swiftly dodge the lone wolf's attempt to hit you.
You swiftly dodge the lone wolf's attempt to hit you.
*Jaxon* hacks your body into bloody fragments!
You pierce *Jaxon*'s body.
You dodge a bash from *Jaxon* who loses his balance and falls!

o S HP:Hurt MV:Strong - Jaxon: Beaten >
Spectre has arrived from the south.

o S HP:Hurt MV:Strong - Jaxon: Beaten >
You pierce *Jaxon*'s body.
Spectre pounds *Jaxon*'s head.

o S HP:Hurt MV:Strong - Jaxon: Beaten >

[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.

o S HP:Hurt MV:Strong - Jaxon: Beaten > [draw throwing]
You try to quietly draw a throwing knife from a set of cloth sleeves.


o S HP:Hurt MV:Strong - Jaxon: Beaten > You throw a throwing knife at *Jaxon*.

o S HP:Hurt MV:Strong - Jaxon: Beaten >
The lone wolf tries to hit you, but you dodge the attack.
You swiftly dodge the lone wolf's attempt to hit you.
*Jaxon* tries to hack you, but you deflect the blow.

o S HP:Hurt MV:Strong - Jaxon: Beaten >

A throwing knife arcs through the air.

o S HP:Hurt MV:Strong - Jaxon: Beaten >


*Jaxon* spasms in excruciating pain as he is struck by a throwing knife.

o S HP:Hurt MV:Strong - Jaxon: Beaten >
*Loret* has arrived from the east.
Spectre sends *Jaxon* sprawling with a powerful bash!

* S HP:Hurt MV:Strong - Jaxon: Beaten >
*Loret* pierces Spectre's body hard.

* S HP:Hurt MV:Strong - Jaxon: Beaten > You do the best you can!
Rig has arrived from the south, riding a shadow stallion.


* S HP:Hurt MV:Strong - Jaxon: Beaten > You do the best you can!
Rig tries to slash *Loret*, but she deflects the blow.

* S HP:Hurt MV:Strong - Jaxon: Beaten >
You do the best you can!

* S HP:Hurt MV:Strong - Jaxon: Beaten > You try to quietly draw a silver-winged basilard from a fine linen riding hood.

* S HP:Hurt MV:Strong - Jaxon: Beaten > *Loret* pierces Spectre's body.
Spectre pounds *Jaxon*'s head.
The lone wolf tries to hit you, but you parry successfully.
The lone wolf tries to hit you, but you dodge the attack.
You pierce *Jaxon*'s right leg.
You can't throw that!

* S HP:Hurt MV:Strong - Jaxon: Critical >
You are already wielding a weapon!

* S HP:Hurt MV:Strong - Jaxon: Critical >
Spectre narrates '1w rig'

* S HP:Hurt MV:Strong - Jaxon: Critical >

You pierce *Jaxon*'s right leg.

* S HP:Hurt MV:Strong - Jaxon: Critical >
[sheath ]
You sheath a silver-winged basilard into a fine linen riding hood.

* S HP:Hurt MV:Strong - Jaxon: Critical > [draw throwing]
You try to quietly draw a throwing knife from a small leather sheath.
Spectre narrates 'now'


* S HP:Hurt MV:Strong - Jaxon: Critical >
*Loret* avoids being bashed by Rig who loses his balance and falls!

* S HP:Hurt MV:Strong - Jaxon: Critical > *Loret* pierces Spectre's head.
Spectre pounds *Jaxon*'s head hard.
The lone wolf tries to hit you, but you dodge the attack.
The lone wolf tries to hit you, but you parry successfully.
You tickle *Jaxon*'s left foot with your pierce.
You throw a throwing knife at *Jaxon*.

* S HP:Hurt MV:Strong - Jaxon: Critical >

A throwing knife arcs through the air.

* S HP:Hurt MV:Strong - Jaxon: Critical > *Jaxon* grunts in pain as he is struck by a throwing knife.
You do the best you can!
*Jaxon* panics, and attempts to flee!

* S HP:Hurt MV:Strong - Jaxon: Critical >
*Jaxon* leaves north.

* S HP:Hurt MV:Strong - the lone wolf: Scratched >
You don't have a corpse.

* S HP:Hurt MV:Strong - the lone wolf: Scratched >

You panic and attempt to flee!


Spectre tries to pound *Loret*, but she parries successfully.
A brown deer panics, and attempts to flee!
A brown deer leaves east.
Rig tries to slash *Loret*, but she deflects the blow.
*Loret* pierces Spectre's body.
The lone wolf tries to hit you, but you parry successfully.
The lone wolf tries to hit you, but you parry successfully.


Spectre panics, and attempts to flee!



Spectre leaves east.

You flee head over heels.
Thinning Woods
The tall trees begin to grow farther apart, and the sky can be seen through the
leaves, as the woods begin to thin out. To the north, the dying forest begins,
the yellow leaves piling on the ground. To the south, east, and west, the thin
woods boast green bushes growing thickly with the flowers on the ground.
[ obvious exits: E S W ]
*Jaxon* is standing here.
A raven is here flying around.
You try to quietly draw a silver-winged basilard from a fine linen riding hood.
You pierce *Jaxon*'s right arm.


o S HP:Hurt MV:Strong - Jaxon: Critical > You narrate 'chase'

o S HP:Hurt MV:Strong - Jaxon: Critical >
[draw basilard]
You are already wielding a weapon!

o S HP:Hurt MV:Strong - Jaxon: Critical > No way! You're fighting for your life!

o S HP:Hurt MV:Strong - Jaxon: Critical >
You narrate '1n'

o S HP:Hurt MV:Strong - Jaxon: Critical >
You pierce *Jaxon*'s body.
You barely pierce *Jaxon*'s right leg.
*Jaxon* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Jaxon*'s death cry.

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Projectile Logs

Post by arjuna » Mon Aug 07, 2023 4:07 pm

You flee head over heels.
Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
Correcting map position after fleeing.
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
Dornel {Apprentice to Rikkus Gaidin} is here, fighting Mephistopheles, riding a warhorse.
*Mephistopheles* is here, fighting Dornel.
A shivering tree is here, fighting Dornel.
A shivering tree is here, fighting Dornel.

* S HP:Wounded MV:Winded > ali h throw mephistopheles

Dornel sends *Mephistopheles* sprawling with a powerful bash!
*Mephistopheles* panics, and attempts to flee!

kill dark
* S HP:Wounded MV:Winded > kill dark
kill dark
A shivering tree tries to hit Dornel, but he deflects the blow.
A shivering tree tries to hit Dornel, but he parries successfully.
Dornel slashes *Mephistopheles*'s left foot hard.
The day has begun.
Timer now at 60 secs.
Your heartbeat calms down more as you feel less panicked.
Ok.
Dornel narrates 'ts tent now he crit sat'

* S HP:Wounded MV:Tiring > sheath
draw throwing
throw
sheath
draw katar
You stab *Mephistopheles*'s body hard.

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical > You do the best you can!

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical > You do the best you can!

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.
*Fiddler* tries to slash you, but you deflect the blow.

You throw a throwing spike at *Mephistopheles*.stopheles: Critical >

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical >
A throwing spike arcs through the air.

* S HP:Wounded MV:Tiring - Dornel: Hurt - Mephistopheles: Critical > get all corpse
get all corpse
get all corpse
get all corpse
get all corpse
nar rip
A throwing spike rips through *Mephistopheles*'s guts as he collapses to the ground.
*Mephistopheles* is incapacitated and will slowly die, if not aided.
A shivering tree tries to hit Dornel, but he parries successfully.
A shivering tree tries to hit Dornel, but he deflects the blow.
Dornel slashes *Mephistopheles*'s body into bloody fragments!
*Mephistopheles* is dead! R.I.P.
Your blood freezes as you hear *Mephistopheles*'s death cry.
You are not wielding a weapon.
Dornel gets a throwing spike from the corpse of Mephistopheles.
Dornel gets a pair of gleaming metal boots from the corpse of Mephistopheles.
Dornel gets a pair of thick, gold-plated greaves from the corpse of Mephistopheles.
Dornel gets a bunch of fireworks from the corpse of Mephistopheles.
Dornel gets a belt pack from the corpse of Mephistopheles.
Dornel gets a bronze belt of odd design from the corpse of Mephistopheles.
Dornel gets a heron-marked blade with a jeweled hilt from the corpse of Mephistopheles.
Dornel gets a jeweled wristcuff from the corpse of Mephistopheles.
Dornel gets a jeweled wristcuff from the corpse of Mephistopheles.
Dornel gets a sturdy pair of full leather gauntlets from the corpse of Mephistopheles.
Dornel gets a pair of polished, gold-plated vambraces from the corpse of Mephistopheles.
Dornel gets a heron-engraved scabbard from the corpse of Mephistopheles.
Dornel gets a black, silver-embroidered cape from the corpse of Mephistopheles.
Dornel gets a tunic of finely-crafted chain from the corpse of Mephistopheles.
Dornel gets a shimmering chain of gold from the corpse of Mephistopheles.
Dornel gets a shimmering chain of gold from the corpse of Mephistopheles.
Dornel gets a gold-chased morion with an engraved silver comb from the corpse of Mephistopheles.
Dornel gets a jade signet ring from the corpse of Mephistopheles.
Dornel gets a jade signet ring from the corpse of Mephistopheles.
Dornel gets a silver whirlwind badge from the corpse of Mephistopheles.

* S HP:Wounded MV:Tiring > You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Projectile Logs

Post by arjuna » Mon Aug 07, 2023 4:08 pm

*Rig* has arrived from the south.

* S HP:Healthy MV:Fresh > They aren't here.

* S HP:Healthy MV:Fresh > East-West Road
The enticing smell of freshed-baked bread wafts from the south, completely
filling this section of the street. The East-West Road continues east and
west from here, and a sign hangs from the building to the south.
[ obvious exits: E S W ]
kill dark

Matching room found! Correcting map position.

East: Harker the Trader is standing here.
South: A merchant guard eyes you warily, intent on keeping order.
West: *Rig* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Healthy MV:Fresh > kill dark
They aren't here.

* S HP:Healthy MV:Fresh > TICK IN 5 SECONDS.
They aren't here.

w
* S HP:Healthy MV:Fresh > kill dark
They aren't here.

* S HP:Healthy MV:Fresh > w
They aren't here.

kill dark
* S HP:Healthy MV:Fresh > East-West Road
The East-West road runs east from here, and to the west it crosses Central
Street, the main course through the city of Baerlon. The East-West road is
not as wide as Central Street, but it is nonetheless a broad, comfortable
road, and all along its length it is clean and bright.
[ obvious exits: E W ]
East: Harker the Trader is standing here.
West: *Rig* is here, fighting Jaimes.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
* S HP:Healthy MV:Full > They aren't here.

* S HP:Healthy MV:Full > kill dark
Central Street
Central Street begins here and runs south between the tile-roofed shops and
the occasional house. To the north, a well-paved path leads up a hill to a
grand house which overlooks the city. To the west, Central Street joins the
East-West Road.
[ obvious exits: N E S W ]
North: A warhorse is here, stamping his feet impatiently.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Jaimes the Shadow Hunter is standing here.
Mukal of Murandy is standing here.

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

* S HP:Healthy MV:Full > East-West Road
The East-West Road comes from the west and crosses Central Street to the east
before continuing across the entire breadth of the city. The road is paved
with the broad, flat flagstones of grey slate that can be seen everywhere in
the city. They attempt to keep everything from sinking into the mud.
[ obvious exits: E W ]
East: Jaimes the Shadow Hunter is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Healthy MV:Full > w
They aren't here.

kill dark
* S HP:Healthy MV:Full > East-West Road
A broad expanse of the ground which has been trampled bare lies north of
the road. The paved way continues east and west, and in the distance to the
east it crosses another, broader road. A fine-looking home stands to the
south of the road, and another can be seen in the west.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

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

* S HP:Healthy MV:Full > w
w
East-West Road
The East-West Road reaches its western-most extent here, as it comes to an
end before a large, ornate building. To the north is a luxuriously green park
where children can often be seen playing. To the east, the slate-paved road
continues to the other side of the city.
[ obvious exits: N E W ]
North: An Illuminator's assistant stands here carrying some colored tubes.
West: *Rig* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Healthy MV:Full > The Baerlon Master Blacksmith's
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 center of the
smithy has a fire in a hearth fuelled by scorching charcoal, which is
raised off the ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
*Rig* is standing here.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* S HP:Healthy MV:Full > kill dark
You try to stab *Rig*, but he parries successfully.

* S HP:Healthy MV:Full - Rig: Critical > l e
The door is open.
doorName is now set as: door

* S HP:Healthy MV:Full - Rig: Critical > close door
close door
close door
Ok.

* S HP:Healthy MV:Full - Rig: Critical > It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > sheath
draw throwing
throw
sheath
draw katar

*Rig* tries to pound you, but you parry successfully.
You try to stab *Rig*, but he parries successfully.

* S HP:Healthy MV:Full - Rig: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.

You throw a throwing spike at *Rig*.al >

* S HP:Healthy MV:Full - Rig: Critical >
A throwing spike arcs through the air.

close door
* S HP:Healthy MV:Full - Rig: Critical > sheath
draw throwing
throw
sheath
draw katar

*Rig* deflects a throwing spike that was thrown at him.

* S HP:Healthy MV:Full - Rig: Critical > You are not wielding a weapon.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

* S HP:Healthy MV:Full - Rig: Critical > *Rig* tries to pound you, but you parry successfully.
It's already closed!

close door
* S HP:Healthy MV:Full - Rig: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw a throwing spike from a set of cloth sleeves.

You throw a throwing spike at *Rig*.al >
*Rig* opens the door.

* S HP:Healthy MV:Full - Rig: Critical >
*Rig* panics, and attempts to flee!

* S HP:Healthy MV:Full - Rig: Critical > close door

A throwing spike arcs through the air.

* S HP:Healthy MV:Full - Rig: Critical >
*Rig* grunts in pain as he is struck by a throwing spike.
*Rig* panics, and attempts to flee!
*Rig* panics, and attempts to flee!

* S HP:Healthy MV:Full - Rig: Critical > You are not wielding a weapon.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

* S HP:Healthy MV:Full - Rig: Critical > You try to stab *Rig*, but he parries successfully.
Ok.

* S HP:Healthy MV:Full - Rig: Critical > It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > sheath
draw throwing
throw
sheath
draw katar
You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw a throwing spike from a thick, boarhide belt.
*Rig* panics, and attempts to flee!

You throw a throwing spike at *Rig*.al >

* S HP:Healthy MV:Full - Rig: Critical >
*Rig* opens the door.

* S HP:Healthy MV:Full - Rig: Critical > close door

*Rig* panics, and attempts to flee!

* S HP:Healthy MV:Full - Rig: Critical >
A throwing spike arcs through the air.

* S HP:Healthy MV:Full - Rig: Critical >
*Rig* spasms in excruciating pain as he is struck by a throwing spike.

* S HP:Healthy MV:Full - Rig: Critical >
Jaimes narrates 'rig west'

* S HP:Healthy MV:Full - Rig: Critical > You are not wielding a weapon.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

* S HP:Healthy MV:Full - Rig: Critical > close door
Ok.

* S HP:Healthy MV:Full - Rig: Critical > close door
It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > close door
It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > It's already closed!

* S HP:Healthy MV:Full - Rig: Critical >
*Rig* tries to pound you, but you parry successfully.
You stab *Rig*'s body hard.
*Rig* panics, and attempts to flee!

nar in door
* S HP:Healthy MV:Full - Rig: Critical >
*Rig* opens the door.

* S HP:Healthy MV:Full - Rig: Critical > You narrate 'in door'
*Rig* panics, and attempts to flee!

* S HP:Healthy MV:Full - Rig: Critical > cl door
cl door

You try to stab *Rig*, but he deflects the blow.

cl door
* S HP:Healthy MV:Full - Rig: Critical > Ok.

* S HP:Healthy MV:Full - Rig: Critical > It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > sheath
draw throwing
throw
sheath
draw katar
It's already closed!

* S HP:Healthy MV:Full - Rig: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Healthy MV:Full - Rig: Critical > You try to quietly draw a throwing spike from a small leather sheath.

You throw a throwing spike at *Rig*.al >

* S HP:Healthy MV:Full - Rig: Critical > cl door
cl door

A throwing spike arcs through the air.

* S HP:Healthy MV:Full - Rig: Critical >
A throwing spike rips through *Rig*'s guts as he collapses to the ground.
*Rig* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Rig*'s death cry.

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Projectile Logs

Post by arjuna » Mon Aug 07, 2023 4:09 pm

You panic and attempt to flee! Critical >


A fade slashes your right leg into bloody fragments!
A fade slashes your head into bloody fragments!
A hulking Dhai'mon trolloc tries to scythe you, but you parry successfully.
*Shzrei* slashes your right leg into bloody fragments!

kill dark
kill dark
n
kill dark
You flee head over heels.
Thick Woods in the Camp
The land rises up slightly here, thick roots of the massive oak trees
Failed to correct map position after fleeing.
rising up slightly through the dark rich earth of the forest floor. All
around are trees, each different from the other. It is amazing to think of
how long some of these trees have survived both natural and man made
disasters. It is easy to imagine that some of these trees have been around
longer than many nations.
[ obvious exits: N E S ]
A wild stallion bucks madly, being ridden by you.
They aren't here.

o R HP:Wounded MV:Weary > They aren't here.

o R HP:Wounded MV:Weary > sheath
draw throwing
throw
sheath
draw katar
Pines in the Camp
One can barely make their way through the stout trunks of the strong and
thriving pine trees here. Their tangy citrus odor fills the air, just as
their needles carpet the floor of the forest completely. Bits of sky are
barely visible from the breaks in the forest canopy above, only the way to
the south is open from here.
[ obvious exits: S ]
Gutted by flame, a covered wagon has been reduced to a char-blackened mess.
A wild stallion bucks madly, being ridden by you.
A hulking Dhai'mon trolloc stands here, ready to fight.
*Shzrei* is standing here.
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.

o R HP:Wounded MV:Weary > *Shzrei* tries to slash you, but you deflect the blow.
You do the best you can!

o R HP:Wounded MV:Weary - Shzrei: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.

o R HP:Wounded MV:Weary - Shzrei: Critical > You try to quietly draw a throwing spike from a thick, boarhide belt.

You throw a throwing spike at *Shzrei*.cal >

o R HP:Wounded MV:Weary - Shzrei: Critical >
*Shzrei* tries to slash you, but you deflect the blow.
A fade joins Shzrei's fight!
A fade joins a fade's fight!
A goat-faced trolloc joins Shzrei's fight!
*Shzrei* panics, and attempts to flee!

o R HP:Wounded MV:Weary - Shzrei: Critical >
A throwing spike arcs through the air.

o R HP:Wounded MV:Weary - Shzrei: Critical > A throwing spike rips through *Shzrei*'s guts as he collapses to the ground.
*Shzrei* is mortally wounded, and will die soon, if not aided.
You are not wielding a weapon.

o R HP:Wounded MV:Weary - Shzrei: Incapacitated > You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

o R HP:Wounded MV:Weary - Shzrei: Incapacitated >
You stab *Shzrei*'s body hard.
*Shzrei* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
Your blood freezes as you hear *Shzrei*'s death cry.

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Projectile Logs

Post by arjuna » Mon Aug 07, 2023 4:10 pm

Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
North: A member of the Lancer heavy cavalry patrols the area.
West: A Shienaran sergeant watches for the enemy here.
Jaxon Lane is standing here.
*Mephistopheles* is standing here.
*Shzrei* is standing here.
Faiz the Gray Man is standing here, riding a shadow stallion.
*Mephistopheles* smites Jaxon's left arm.

* S HP:Wounded MV:Winded > diag h.dark

Jaxon barely pierces *Mephistopheles*'s body.
*Mephistopheles* smites Jaxon's body.

* S HP:Wounded MV:Winded > Mephistopheles has some big nasty wounds and scratches.

* S HP:Wounded MV:Winded > kill dark

Jaxon panics, and attempts to flee!

kill dark
* S HP:Wounded MV:Winded > kill dark
You stab *Shzrei*'s right leg.
Faiz strikes Jaxon's body.

* S HP:Wounded MV:Winded - Shzrei: Battered > You do the best you can!

* S HP:Wounded MV:Winded - Shzrei: Battered > kill dark
You stab *Shzrei*'s body.
You do the best you can!
Jaxon leaves north.
*Mephistopheles* smites your left arm into bloody fragments!

kill dark
* S HP:Wounded MV:Winded - Shzrei: Beaten > kill dark
You do the best you can!

* S HP:Wounded MV:Winded - Shzrei: Beaten > kill dark
You do the best you can!

* S HP:Wounded MV:Winded - Shzrei: Beaten > You do the best you can!

* S HP:Wounded MV:Winded - Shzrei: Beaten > You do the best you can!

* S HP:Wounded MV:Winded - Shzrei: Beaten > flee

*Mephistopheles* tries to smite you, but you parry successfully.
You stab *Shzrei*'s body.

You panic and attempt to flee!rei: Beaten >


Faiz leaves north riding a shadow stallion.


You flee head over heels.
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
Correcting map position after fleeing.
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
North: A Shienaran sergeant watches for the enemy here.
East: A Shienaran sergeant watches for the enemy here.
South: *Mephistopheles* is standing here.
The corpse of the gray wolf bitch is lying here.
Faiz the Gray Man is standing here, riding a shadow stallion.
Jaxon Lane is standing here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
Jaxon tries to pierce Faiz, but he deflects the blow.

* S HP:Wounded MV:Winded > nar am here
kill dark
kill dark
Jaxon tries to pierce Faiz, but he parries successfully.
You narrate 'am here'

kill dark
* S HP:Wounded MV:Winded > You try to stab Faiz, but he parries successfully.

* S HP:Wounded MV:Winded - Jaxon: Critical - Faiz: Beaten > kill dark
You do the best you can!
Faiz panics, and attempts to flee!

* S HP:Wounded MV:Winded - Jaxon: Critical - Faiz: Beaten > kill dark
You do the best you can!

kill dark
* S HP:Wounded MV:Winded - Jaxon: Critical - Faiz: Beaten > You stab Faiz's left foot hard.
A member of the Lancer cavalry joins Jaxon's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
Faiz tries to strike Jaxon, but he parries successfully.
Jaxon pierces Faiz's body.
You do the best you can!
Faiz leaves north riding a shadow stallion.

* S HP:Wounded MV:Winded > not
They aren't here.

kill dark
* S HP:Wounded MV:Winded > kill dark
A sergeant bellows 'The criminal Faiz shall pay for his crimes!'
They aren't here.

* S HP:Wounded MV:Winded > You stop paying increased attention to your surroundings.
Jaxon narrates 'am crit'

n
* S HP:Wounded MV:Winded > kill dark
kill dark
They aren't here.

* S HP:Wounded MV:Winded > kill dark
They aren't here.

* S HP:Wounded MV:Winded > A Curve in the Camp
Here, near the northwest corner of the clearing, you can see more tracks
all over. The signs of habitation are everywhere. The place looks like it
was very hastily cleared out. The dug out sides of the land show it was
done in haste and with limited effort or concern.
[ obvious exits: S W ]
South: Jaxon Lane is standing here.
A mushroom grows here.
Faiz the Gray Man is standing here, riding a shadow stallion.
A Shienaran sergeant watches for the enemy here.
Faiz tries to strike you, but you deflect the blow.

o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > You try to stab Faiz, but he parries successfully.
You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > change mood brave
You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
A sergeant tries to pound Faiz, but he deflects the blow.
A sergeant pounds Faiz's body.
You stab Faiz's head hard.
Faiz tries to strike you, but you deflect the blow.
Mood changed to: Brave
Wimpy reset to: 120 hit points.

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
You do the best you can!
Faiz panics, and attempts to flee!

o S HP:Wounded MV:Winded - Faiz: Beaten > You do the best you can!

o S HP:Wounded MV:Winded - Faiz: Beaten > kill dark
A sergeant pounds Faiz's right leg.
You stab Faiz's body hard.
You stab Faiz's body hard.
You do the best you can!

kill dark
o S HP:Wounded MV:Winded - Faiz: Critical > kill dark
You do the best you can!
Faiz leaves west riding a shadow stallion.

o S HP:Wounded MV:Winded > They aren't here.

o S HP:Wounded MV:Winded > kill dark
They aren't here.

w
o S HP:Wounded MV:Winded > kill dark
They aren't here.

kill dark
o S HP:Wounded MV:Winded > A Path
You breathe a sigh of relief as you glimpse a clearing to the north, at the
end of the path. The trees around you seem to close in on you, and you wonder
why these trees seem so different, so evil, compared to the trees around the
main road.
[ obvious exits: N E S ]
North: A Shienaran sergeant watches for the enemy here.
East: A Shienaran sergeant watches for the enemy here.
South: A Shienaran sergeant watches for the enemy here.
Faiz the Gray Man is standing here, riding a shadow stallion.

* S HP:Wounded MV:Winded > You stab Faiz's right foot hard.

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

kill dark
* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
kill dark
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical >
Faiz tries to strike you, but you parry successfully.
You try to stab Faiz, but he deflects the blow.
Faiz panics, and attempts to flee!

* S HP:Wounded MV:Winded - Faiz: Critical > nar 1n1w
kill dark
kill dark
You stab Faiz's body hard.
You narrate '1n1w'

* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
You do the best you can!

kill dark
* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
You do the best you can!
Faiz leaves north riding a shadow stallion.

* S HP:Wounded MV:Winded > kill dark
They aren't here.
Faiz has arrived from the north, riding a shadow stallion.

kill dark
* S HP:Wounded MV:Winded > A sergeant bellows 'Argh! The foul beast Shzrei has been spotted!'
You try to stab Faiz, but he deflects the blow.

* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
You do the best you can!

kill dark
* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

sheath
draw throwing
throw
sheath
draw katar
* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!
Faiz panics, and attempts to flee!

* S HP:Wounded MV:Winded - Faiz: Critical > You try to stab Faiz, but he parries successfully.
You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Wounded MV:Winded - Faiz: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.

kill darkunded MV:Winded - Faiz: Critical >
You throw a throwing spike at Faiz.

* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
kill dark
kill dark

Faiz leaves north riding a shadow stallion.

* S HP:Wounded MV:Winded > kill dark

A throwing spike arcs through the air.

kill dark
* S HP:Wounded MV:Winded > kill dark
kill dark
kill dark

A throwing spike falls to the ground after being thrown.
You follow Jaxon.

A Cleared Campsite
The campsite shows the signs of newly growing plants surrounding the edge
of an area that has recently been given a facelift. It is a good spot to
set camp, with all sides protected. The only way to enter or leave is to
head out down the path to the south.
[ obvious exits: S ]
A campfire burns slowly, sending smoke into the sky.
Jaxon Lane is standing here.
Faiz the Gray Man is standing here, riding a shadow stallion.
A Shienaran sergeant watches for the enemy here.

kill dark
* S HP:Wounded MV:Winded > kill dark
You are not wielding a weapon.

* S HP:Wounded MV:Winded > kill dark
You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.

* S HP:Wounded MV:Winded > kill dark
You try to stab Faiz, but he parries successfully.

* S HP:Wounded MV:Winded - Faiz: Critical > Faiz tries to strike you, but you deflect the blow.
A sergeant leaves south.
You stab Faiz's body hard.
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
You do the best you can!

kill dark
* S HP:Wounded MV:Winded - Faiz: Critical > kill dark
A sergeant bellows 'Argh! The foul beast Mephistopheles has been spotted!'
A sergeant bellows 'Argh! The foul beast Shzrei has been spotted!'
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You try to stab Faiz, but he parries successfully.
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > sheath
draw throwing
throw
sheath
draw katar
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > A sergeant bellows 'Argh! The foul beast Shzrei has been spotted!'
You try to stab Faiz, but he deflects the blow.
You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You do the best you can!

* S HP:Wounded MV:Winded - Faiz: Critical > You sheath the glazed katars of Mondoran into a shoufa with a black veil.
*Shzrei* tries to hack you, but you parry successfully.

* S HP:Wounded MV:Winded - Faiz: Critical > You try to quietly draw a throwing spike from a small leather sheath.

You throw a throwing spike at Faiz.itical >

ded - Faiz: Critical >
A throwing spike arcs through the air.
Faiz sends you sprawling with a powerful bash!

* S HP:Wounded MV:Winded - Faiz: Critical >
A sergeant bellows 'Argh! The foul beast Mephistopheles has been spotted!'

* S HP:Wounded MV:Winded - Faiz: Critical >
A throwing spike rips through Faiz's guts as he collapses to the ground.
Faiz is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear Faiz's death cry.

* S HP:Wounded MV:Winded >
*Shzrei* hacks your body into bloody fragments!

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Projectile Logs

Post by arjuna » Mon Sep 11, 2023 10:41 pm

* S HP:Healthy MV:Winded > n
n
hide
backstab h.dark
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
North: *Mush* is standing here.
The blight bear stands on its haunches, roaring madly.

* S HP:Healthy MV:Winded > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
South: The blight bear stands on its haunches, roaring madly.
*Mush* is standing here.
*Zarth* is standing here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
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.
*Zarth* tries to blast you, but you parry successfully.

* S HP:Healthy MV:Winded - Zarth: Beaten > You stab *Zarth*'s head.
Dixon narrates 'sted'
No way! You're fighting for your life!

* S HP:Healthy MV:Winded - Zarth: Beaten > No way! You're fighting for your life!

* S HP:Healthy MV:Winded - Zarth: Beaten >
You stab *Zarth*'s body.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
*Zarth* tries to blast you, but you parry successfully.

* S HP:Healthy MV:Winded - Zarth: Critical > nar downer
You narrate 'downer'

* S HP:Healthy MV:Winded - Zarth: Critical >
You stab *Zarth*'s left leg hard.

* S HP:Healthy MV:Winded - Zarth: Critical > nar zarth crit

A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc tries to cleave you, but you dodge the attack.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
You stab *Zarth*'s body.

* S HP:Healthy MV:Winded - Zarth: Critical > TICK IN 5 SECONDS.
You narrate 'zarth crit'

* S HP:Healthy MV:Winded - Zarth: Critical >
You dodge a bash from *Zarth* who loses his balance and falls!

* S HP:Healthy MV:Winded - Zarth: Critical > k zarth
k zarth
You do the best you can!
You swiftly dodge *Mush*'s attempt to slash you.

* S HP:Healthy MV:Winded - Zarth: Critical > You do the best you can!

* S HP:Healthy MV:Winded - Zarth: Critical >
Vincen has arrived from the south, riding a bloodstock stallion.

* S HP:Healthy MV:Winded - Zarth: Critical > sheath
draw throwing
throw
sheath
draw katar
The blighted tree tries to hit Vincen, but he dodges the attack.
Vincen swiftly dodges a ramshorned trolloc's attempt to cleave him.
A fade tries to slash Vincen, but he parries successfully.
A fade hisses 'This is the will of the Great Lord.'

The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!
The blighted tree tries to hit Vincen, but he dodges the attack.
A fade hisses 'This is the will of the Great Lord.'

The blighted tree tries to hit Vincen, but he dodges the attack.
A fade tries to slash Vincen, but he deflects the blow.
Vincen swiftly dodges a ramshorned trolloc's attempt to cleave him.
Vincen pierces the blighted tree's trunk into bloody fragments!
The blighted tree tries to hit Vincen, but he parries successfully.
*Mush* tries to slash you, but you parry successfully.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
You stab *Zarth*'s body.
A fade hisses 'This is the will of the Great Lord.'

Vincen pierces the blighted tree's roots extremely hard.
You stab *Zarth*'s left arm very hard.
The day has begun.
Timer now at 60 secs.
You sheath the glazed katars of Mondoran into a shoufa with a black veil.

* S HP:Healthy MV:Winded - Zarth: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.

You throw a throwing spike at *Zarth*.ical >

* S HP:Healthy MV:Winded - Zarth: Critical >
A throwing spike arcs through the air.

* S HP:Healthy MV:Winded - Zarth: Critical >
Vincen panics, and attempts to flee!

* S HP:Healthy MV:Winded - Zarth: Critical > Vincen leaves north riding a bloodstock stallion.
You are not wielding a weapon.
*Mush* panics, and attempts to flee!

* S HP:Healthy MV:Winded - Zarth: Critical > A throwing spike rips through *Zarth*'s guts as he collapses to the ground.
*Zarth* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Zarth*'s death cry.
You try to quietly draw the glazed katars of Mondoran from a shoufa with a black veil.
You wield the glazed katars of Mondoran with both hands.
*Mush* leaves north.

* S HP:Healthy MV:Winded - a ramshorned trolloc: Scratched >
Jafra narrates 'horse low mvs'

* S HP:Healthy MV:Winded - a ramshorned trolloc: Scratched >
A ramshorned trolloc gesticulates strangely.

lakon
Posts: 11
Joined: Mon Oct 02, 2023 9:46 am

Re: Projectile Logs

Post by lakon » Wed Nov 01, 2023 7:10 am

* S HP:Battered MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Door north: fence
*Gully* is standing here.

* S HP:Battered MV:Tiring >
*Gully* leaves north. ^^

k dark
* S HP:Battered MV:Tiring >
k dark
k dark
They aren't here.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring > They aren't here.

* S HP:Battered MV:Tiring >

The fence closes quietly.

* S HP:Battered MV:Tiring >
open fence n
Ok.

n
* S HP:Battered MV:Tiring >
k dark
cd
cl fence
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
Zone: Northern Borderlands
Door south: fence
*Gully* is standing here.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A trolloc is here commanding a fist of troops.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Battered MV:Tiring >
*Gully* tries to pound you, but you parry successfully.

* S HP:Battered MV:Tiring - Gully: Critical > You do the best you can!

* S HP:Battered MV:Tiring - Gully: Critical > Ok.

k dark
* S HP:Battered MV:Tiring - Gully: Critical >
You pierce *Gully*'s left leg.
A Dha'vol trolloc joins Gully's fight!
A hideous trolloc joins Gully's fight!
A wolfish trolloc joins Gully's fight!
You do the best you can!

* S HP:Battered MV:Tiring - Gully: Critical >
cd
cl fence
It's already closed!

* S HP:Battered MV:Tiring - Gully: Critical >
You pierce *Gully*'s left leg hard.

sheath dagger;;draw throwing
* S HP:Battered MV:Tiring - Gully: Critical >
.
throw dark
You sheath a sharp, red stone dagger into a shoufa with a black veil.

* S HP:Battered MV:Tiring - Gully: Critical > You try to quietly draw a throwing knife from a belt
with a buckle of cuendillar.

* S HP:Battered MV:Tiring - Gully: Critical > You dodge a bash from *Gully* who
loses his balance and falls!
You throw a throwing knife at *Gully*.

* S HP:Battered MV:Tiring - Gully: Critical >
You swiftly dodge a wolfish trolloc's attempt to cleave you.
A hideous trolloc tries to cleave you, but you dodge the attack.
A Dha'vol trolloc tries to cleave you, but you deflect the blow.

.
throw dark
* S HP:Wounded MV:Tiring - Gully: Critical >

A throwing knife arcs through the air.

* S HP:Wounded MV:Tiring - Gully: Critical >
.
throw dark

*Gully* grunts in pain as he is struck by a throwing knife.

* S HP:Wounded MV:Tiring - Gully: Critical > You try to quietly draw a throwing
knife from a small leather sheath.

.
throw dark -=+*

You swiftly dodge a wolfish trolloc's attempt to cleave you.
A hideous trolloc tries to cleave you, but you parry successfully.
A Dha'vol trolloc tries to cleave you, but you parry successfully.
*Gully* tries to pound you, but you deflect the blow.
*
.
throw dark+=-
-
You throw a throwing knife at *Gully*.

* S HP:Wounded MV:Tiring - Gully: Critical >
.
throw dark

A throwing knife arcs through the air.

* S HP:Wounded MV:Tiring - Gully: Critical > You try to quietly draw a throwing knife from a pair of
earthen colored breeches.
You're too busy at the moment!

.
throw dark
* S HP:Wounded MV:Tiring - Gully: Critical > You're too busy at the moment!

* S HP:Wounded MV:Tiring - Gully: Critical > *Gully* grunts in pain as he is
struck by a throwing knife.
A wolfish trolloc tries to cleave you, but you deflect the blow.
A hideous trolloc tries to cleave you, but you parry successfully.
A Dha'vol trolloc cleaves your body hard.
You throw a throwing knife at *Gully*.

.
throw dark
* S HP:Battered MV:Tiring - Gully: Critical >

A throwing knife arcs through the air.

* S HP:Battered MV:Tiring - Gully: Critical > You don't have anything to throw!

.
throw dark
* S HP:Battered MV:Tiring - Gully: Critical > You don't have anything to throw!

* S HP:Battered MV:Tiring - Gully: Critical > A throwing knife rips through *Gully*'s guts as he
collapses to the ground.
*Gully* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Gully*'s death cry.

Davor
Posts: 417
Joined: Wed Mar 18, 2015 9:38 pm

Re: Projectile Logs

Post by Davor » Sat Nov 11, 2023 9:52 am

Is there projectile lag when you throw one?

If not why not? It’s basically a weave.

Should also be -100 db and -50 pb when casting.

Jestin
Posts: 294
Joined: Mon Jul 10, 2017 11:15 am

Re: Projectile Logs

Post by Jestin » Sat Nov 11, 2023 10:31 am

At this point rogues are like 300+ def 380+ hps wiz killing (with stab), semi-flame striking (with projectiles when opponents are low) killing machines. Couple that in with 14+ wil on ls and it seems just out of control.

Not to mention how annoying stab is to play against in general

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