Luck of the dark one

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Evilynn
Posts: 14
Joined: Wed Mar 22, 2023 1:05 pm

Luck of the dark one

Post by Evilynn » Sat Oct 28, 2023 10:58 pm

* HP:Healthy MV:Fresh > You are returned from the void.
Arglebargle, glop-glyf!?!

o HP:Healthy MV:Fresh >
stat
drink blood
*Davor* has arrived from the north, riding a warhorse.
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 0.0 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 149, Dodging bonus: 37, Parrying bonus: 110
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:

* HP:Healthy MV:Fresh > *Davor* leaves south riding a warhorse.
You drink the blood.
You don't feel thirsty any more.

o HP:Healthy MV:Fresh >
take limb pot
You get a severed leg from a trolloc cookpot.

o HP:Healthy MV:Fresh >
eat limb
You eat the leg.
You are full.

o HP:Healthy MV:Fresh >
stand
r
You stop resting, and stand up.

o HP:Healthy MV:Fresh > [change mood wimpy]
Mood changed to: Wimpy

o HP:Healthy MV:Fresh >
sneak
Ok, you'll try to move silently for a while.

o S HP:Healthy MV:Fresh >
not
l
You start paying increased attention to your surroundings.

o S HP:Healthy MV:Fresh > The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
North: A wild stallion bucks madly.
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A mirrored lantern has been left here.
A bruised and bloody leg lies on the ground, torn from its socket.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Ommin the Master Havoc is standing here.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A tall, ramshorned trolloc is here, commanding.
An elite trolloc stands ready to obey orders.
A gray haired weaponsmaster stands nearby.

o S HP:Healthy MV:Fresh >
south
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: Ommin the Master Havoc is standing here.
East: South: West: A hooved trolloc anxiously stamps its feet.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A wolfish trolloc is here, howling for blood.

o S HP:Healthy MV:Full >
north
north
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
North: A wild stallion bucks madly.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: A trolloc is here commanding a fist of troops.
A mirrored lantern has been left here.
A bruised and bloody leg lies on the ground, torn from its socket.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Ommin the Master Havoc is standing here.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A tall, ramshorned trolloc is here, commanding.
An elite trolloc stands ready to obey orders.
A gray haired weaponsmaster stands nearby.

o S HP:Healthy MV:Full >
hh
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
North: A fade emerges from the shadows as you pass by.
East: A trolloc is here commanding a fist of troops.
South: Ommin the Master Havoc is standing here.
West: A beastly, boar-headed trolloc growls maliciously.
A thick, heavy axe with a dark blade gleams on the ground here.
A belt of tanned leather has been laid here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
A wild stallion bucks madly.

o S HP:Healthy MV:Full >
h
Arglebargle, glop-glyf!?!

o S HP:Healthy MV:Full >
z
[hide ]
You attempt to hide yourself.

o S HP:Healthy MV:Full > [backstab h.light]
Backstab who?

o S HP:Healthy MV:Full >
west
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.

A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
East: A wild stallion bucks madly.
South: A trolloc is here commanding a fist of troops.
A lantern has been left here. [2]
A water skin has been left on the ground.
A large slab of meat has been placed here. [2]
A pair of oily gloves is abandoned here.
A set of bulky shoulderpads lies here.
A padded leather helmet lies here.
The corpse of Porka is lying here.
The corpse of Reyl is lying here.
A thick, leather backpack lies abandoned here.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A gray palfrey prances skittishly nearby.
A towering bull-headed abomination bellows orders at the horde.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.

o S HP:Healthy MV:Full >
south
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
North: A beastly, boar-headed trolloc growls maliciously.
East: Ommin the Master Havoc is standing here.
South: A hooved trolloc anxiously stamps its feet.
West: A red-eyed raven is perched nearby, staring silently at you.
The corpse of a Dha'vol trolloc is lying here.
A trolloc is here commanding a fist of troops.

o S HP:Healthy MV:Full >
south
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
North: A trolloc is here commanding a fist of troops.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A burly trolloc stands here, eyeing the surroundings.
A hooved trolloc anxiously stamps its feet.

o S HP:Healthy MV:Full >
where
Players in your Zone
--------------------
Evilynn - Entrance to the Courtyard
Ommin - The Well
Porka - The Servants Rooms
You catch the scent of horses nearby.

o S HP:Healthy MV:Full >
south
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
North: A hooved trolloc anxiously stamps its feet.
West: A flock of ravens is circling in the air, searching for prey.
A massive battering ram adorned with shields and moving on wheels is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

west
* S HP:Healthy MV:Full > Inside the Southern Gatekeep
The grumbling walls of the tower barely support the massive weight of the
second floor. Blood covers the walls, some streaks forming crude drawings,
others insults in Trolloc. A stairway leads up to the second floor.
[ obvious exits: E U ]
East: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Up: A flock of ravens is circling in the air, searching for prey.
A flock of ravens is circling in the air, searching for prey.

* S HP:Healthy MV:Strong >
east
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
North: A hooved trolloc anxiously stamps its feet.
West: A flock of ravens is circling in the air, searching for prey.
A massive battering ram adorned with shields and moving on wheels is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

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

* S HP:Healthy MV:Strong >
west
Inside the Southern Gatekeep
The grumbling walls of the tower barely support the massive weight of the
second floor. Blood covers the walls, some streaks forming crude drawings,
others insults in Trolloc. A stairway leads up to the second floor.
[ obvious exits: E U ]
East: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Up: A flock of ravens is circling in the air, searching for prey.
A flock of ravens is circling in the air, searching for prey.

* S HP:Healthy MV:Strong >
east
north
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
North: A hooved trolloc anxiously stamps its feet.
West: A flock of ravens is circling in the air, searching for prey.
A massive battering ram adorned with shields and moving on wheels is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* S HP:Healthy MV:Strong >
west
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
North: A trolloc is here commanding a fist of troops.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A hooved trolloc anxiously stamps its feet.

o S HP:Healthy MV:Strong > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: A hooved trolloc anxiously stamps its feet.
West: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A hooved trolloc anxiously stamps its feet.
A red-eyed raven is visible flying high in the sky.
A figure stands here, ready to collect unwanted things.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

o S HP:Healthy MV:Strong >
scan w
*Davor* is standing here, riding a warhorse.

o S HP:Healthy MV:Strong >
where
r
Players in your Zone
--------------------
Evilynn - The Gatekeep
Ommin - The Well
Porka - The Servants Rooms
You catch the scent of horses nearby.

o S HP:Healthy MV:Strong > [change mood wimpy]
Mood changed to: Wimpy

o S HP:Healthy MV:Strong >
stat
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 0.0 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 149, Dodging bonus: 149, Parrying bonus: 147
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- SNEAK


o S HP:Healthy MV:Strong > o S HP:Healthy MV:Strong >
scan w
*Davor* is standing here, riding a warhorse.

o S HP:Healthy MV:Strong >
A hooved trolloc leaves east.
The collector leaves east.

o S HP:Healthy MV:Strong >
The trolloc keeper bellows 'Achillies entered the brigands den'

o S HP:Healthy MV:Strong >
*Reyl* has arrived from the east, riding a warhorse.

3
* S HP:Healthy MV:Strong >
3
[k light]
You pierce *Reyl*'s head.

3
* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
c
*Reyl* panics, and attempts to flee!
[close gate]
Ok.

* S HP:Healthy MV:Strong - Reyl: Hurt >
3

You pierce *Reyl*'s left leg.
*Taleena* has arrived from the east, riding a warhorse.

3
* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

3
* S HP:Healthy MV:Strong - Reyl: Hurt > *Reyl* tries to pound you, but you deflect the blow.
The burly trolloc joins your fight!
A muzzled trolloc joins your fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc tries to slash Taleena, but she deflects the blow.
Taleena swiftly dodges a ramshorned trolloc's attempt to slash her.
You pierce *Reyl*'s left foot hard.
[k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
c
[k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
3
[close gate]
It's already closed!

* S HP:Healthy MV:Strong - Reyl: Hurt >
c
The stonegate is opened from the other side.
*Taleena* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
3
*Taleena* leaves west riding a warhorse.
*Reyl* panics, and attempts to flee!
[close gate]
Ok.

3
* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
c
[k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Hurt >
3
3
[close gate]
It's already closed!

c
* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

3
* S HP:Healthy MV:Strong - Reyl: Hurt > [k light]
You do the best you can!

c
* S HP:Healthy MV:Strong - Reyl: Hurt > A ramshorned trolloc barely slashes Reyl's body.
A muzzled trolloc barely cleaves Reyl's left arm.
A muzzled trolloc barely cleaves Reyl's head.
A muzzled trolloc cleaves Reyl's head.
A muzzled trolloc tickles Reyl's body with his cleave.
A muzzled trolloc cleaves Reyl's left arm.
A muzzled trolloc barely cleaves Reyl's right leg.
The burly trolloc crushes Reyl's body hard.
*Reyl* tries to pound you, but you deflect the blow.
You pierce *Reyl*'s head hard.
*Reyl* panics, and attempts to flee!
[close gate]
It's already closed!

3
* S HP:Healthy MV:Strong - Reyl: Wounded >
c
[k light]
You do the best you can!

* S HP:Healthy MV:Strong - Reyl: Wounded >
3
[close gate]
It's already closed!

c
* S HP:Healthy MV:Strong - Reyl: Wounded > [k light]
You do the best you can!

3c
* S HP:Healthy MV:Strong - Reyl: Wounded >
3
[close gate]
It's already closed!


* S HP:Healthy MV:Strong - Reyl: Wounded > *Reyl* leaves east riding a warhorse.
[k light]
They aren't here.

o S HP:Healthy MV:Strong > [close gate]
It's already closed!

o S HP:Healthy MV:Strong > Arglebargle, glop-glyf!?!

o S HP:Healthy MV:Strong > The stonegate is opened from the other side.
[k light]
They aren't here.

3
o S HP:Healthy MV:Strong >
3
3
[k light]
They aren't here.

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

c
o S HP:Healthy MV:Strong > [k light]
They aren't here.

o S HP:Healthy MV:Strong > *Taleena* has arrived from the west, riding a warhorse.
*Davor* has arrived from the west, riding a warhorse.
[close gate]
Ok.


* S HP:Healthy MV:Strong >
3
*Taleena* leaves east riding a warhorse.
*Davor* leaves east riding a warhorse.

o S HP:Healthy MV:Strong >
3
[k light]
They aren't here.

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

o S HP:Healthy MV:Strong >
nar gk
You narrate 'gk'

o S HP:Healthy MV:Strong >
*Davor* has arrived from the east, riding a warhorse.

scan e
* S HP:Healthy MV:Strong >
where
*Taleena* is standing here, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc anxiously stamps its feet.

* S HP:Healthy MV:Strong >
r
Players in your Zone
--------------------
Evilynn - The Gatekeep
Ommin - The Well
Porka - The Servants Rooms
You catch the scent of horses nearby.

3
* S HP:Healthy MV:Strong > [change mood wimpy]
Mood changed to: Wimpy

* S HP:Healthy MV:Strong >
c
[k light]
You barely pierce *Davor*'s body.

* S HP:Healthy MV:Strong - Davor: Scratched > [close gate]
It's already closed!

* S HP:Healthy MV:Strong - Davor: Scratched >
You barely pierce *Davor*'s right arm.

* S HP:Healthy MV:Strong - Davor: Scratched >
l davor

Davor has a few scratches.

*Davor* is using:
<used as light> a mirrored lantern
<worn on head> a full metal helmet and visor
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn about body> an earthen brown mantle
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a massive war maul
<worn on legs> a pair of steel-plated greaves
<worn on feet> a pair of thick metal boots

You attempt to peek at the inventory:
a key to the Ruined Keep

* S HP:Healthy MV:Strong - Davor: Scratched >
You tickle *Davor*'s left leg with your pierce.
The burly trolloc joins your fight!
A muzzled trolloc joins your fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!

snicker
* S HP:Healthy MV:Strong - Davor: Scratched > You snicker softly.

* S HP:Healthy MV:Strong - Davor: Scratched >
r

You pierce *Davor*'s right hand.
*Davor* sends you sprawling with a powerful bash!
*Davor* sends the burly trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
A muzzled trolloc avoids being bashed by *Davor* who loses his balance and falls!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
A muzzled trolloc avoids being bashed by *Davor* who loses his balance and falls!
*Davor* sends a ramshorned trolloc sprawling with a powerful bash!

* S HP:Scratched MV:Strong - Davor: Hurt >
A muzzled trolloc tickles Davor's right foot with his cleave.
A muzzled trolloc barely cleaves Davor's body.
*Davor* crushes your body into bloody fragments!
*Davor* crushes the burly trolloc's left hand very hard.
*Davor* crushes a muzzled trolloc's body extremely hard.
*Davor* crushes a muzzled trolloc's body extremely hard.
*Davor* crushes a muzzled trolloc's body extremely hard.
*Davor* crushes a muzzled trolloc's head into bloody fragments!
*Davor* crushes a ramshorned trolloc's body into bloody fragments!

* S HP:Scratched MV:Strong - Davor: Hurt >
*Davor* assumes an offensive striking posture.

* S HP:Scratched MV:Strong - Davor: Hurt >
A muzzled trolloc tickles Davor's body with his cleave.
A muzzled trolloc tickles Davor's left leg with his cleave.
*Davor* crushes your body into bloody fragments!
*Davor* crushes the burly trolloc's body hard.
*Davor* crushes a muzzled trolloc's left foot into bloody fragments!
*Davor* crushes a muzzled trolloc's left leg into bloody fragments!
*Davor* crushes a muzzled trolloc's body very hard.
*Davor* crushes a muzzled trolloc's body into bloody fragments!
*Davor* crushes a ramshorned trolloc's body into bloody fragments!

* S HP:Hurt MV:Strong - Davor: Hurt >
*Reyl* has arrived from the east, riding a warhorse.

* S HP:Hurt MV:Strong - Davor: Hurt >
order davor thats so dumb
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Strong - Davor: Hurt > * S HP:Hurt MV:Strong - Davor: Hurt >
You barely pierce *Davor*'s left foot.
*Taleena* has arrived from the east, riding a warhorse.
*Reyl* tries to pound you, but you parry successfully.

* S HP:Hurt MV:Strong - Davor: Hurt >
c

*Reyl* tries to pound you, but you deflect the blow.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc barely slashes Davor's left leg.
A muzzled trolloc cleaves Davor's body.
A muzzled trolloc tickles Davor's body with his cleave.
A muzzled trolloc barely cleaves Davor's head.
A muzzled trolloc cleaves Davor's left arm.
A muzzled trolloc barely cleaves Davor's right arm.
A muzzled trolloc tries to cleave Davor, but he parries successfully.
The burly trolloc crushes Davor's body.
You pierce *Davor*'s left leg.

* S HP:Hurt MV:Strong - Davor: Wounded >
r
[close gate]
It's already closed!

* S HP:Hurt MV:Strong - Davor: Wounded >
f
[change mood wimpy]
Mood changed to: Wimpy

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


You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
North: A trolloc is here commanding a fist of troops.
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: A figure stands here, ready to collect unwanted things.
A hooved trolloc anxiously stamps its feet.

o S HP:Hurt MV:Strong >
west
3
*Taleena* has arrived from the west, riding a warhorse.
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
*Reyl* is standing here, riding a warhorse.
*Davor* is here, fighting the burly trolloc, riding a warhorse.
The burly trolloc is here, fighting Davor.
A red-eyed raven is visible flying high in the sky.
A muzzled trolloc is here, fighting Davor.
A muzzled trolloc is here, fighting Davor.
A muzzled trolloc is here, fighting Davor.
A muzzled trolloc is here, fighting Davor.
A muzzled trolloc is here, fighting Davor.
A muzzled trolloc is here, fighting Davor.
A ramshorned trolloc is here, fighting Davor.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Strong > [k light]
You pierce *Reyl*'s body.

r
* S HP:Hurt MV:Strong - Reyl: Wounded > [change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Strong - Reyl: Wounded >
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc tickles Davor's body with his slash.
A ramshorned trolloc tickles Davor's body with his slash.
*Reyl* tries to pound you, but you dodge the attack.
You pierce *Reyl*'s body.
*Davor* crushes the burly trolloc's left hand very hard.
A ramshorned trolloc tickles Davor's body with his slash.
A muzzled trolloc tickles Davor's right arm with his cleave.
A muzzled trolloc tries to cleave Davor, but he parries successfully.
A muzzled trolloc cleaves Davor's body.
A muzzled trolloc barely cleaves Davor's body.
A muzzled trolloc barely cleaves Davor's body.
A muzzled trolloc cleaves Davor's left arm.
The burly trolloc crushes Davor's body.
You pierce *Reyl*'s left leg.
Your heartbeat calms down more as you feel less panicked.

c
* S HP:Hurt MV:Full - Reyl: Wounded >
*Davor* panics, and attempts to flee!

* S HP:Hurt MV:Full - Reyl: Wounded > *Davor* leaves east riding a warhorse.
[close gate]
It's already closed!

* S HP:Hurt MV:Full - Reyl: Wounded >
*Davor* has arrived from the east, riding a warhorse.

* S HP:Hurt MV:Full - Reyl: Wounded >
c

*Davor* tries to crush you, but you deflect the blow.

* S HP:Hurt MV:Full - Reyl: Wounded > [close gate]
It's already closed!

* S HP:Hurt MV:Full - Reyl: Wounded >
f
You pierce *Reyl*'s left foot hard.
The burly trolloc joins your fight!
A muzzled trolloc joins your fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc slashes Davor's right arm.
A ramshorned trolloc slashes Davor's body.
You panic and attempt to flee!


You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: *Taleena* is here, fighting a hooved trolloc, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc is here, fighting Taleena.

* S HP:Hurt MV:Full >
west

*Taleena* strikes a hooved trolloc's left leg very hard.
Taleena swiftly dodges a hooved trolloc's attempt to cleave her.

k reyl
* S HP:Hurt MV:Full > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
*Davor* is here, fighting a ramshorned trolloc, riding a warhorse.
*Reyl* is here, fighting the burly trolloc, riding a warhorse.
The burly trolloc is here, fighting Reyl.
A red-eyed raven is visible flying high in the sky.
A muzzled trolloc is here, fighting Reyl.
A muzzled trolloc is here, fighting Reyl.
A muzzled trolloc is here, fighting Reyl.
A muzzled trolloc is here, fighting Reyl.
A muzzled trolloc is here, fighting Reyl.
A muzzled trolloc is here, fighting Reyl.
A ramshorned trolloc is here, fighting Reyl.
A ramshorned trolloc is here, fighting Davor.
A ramshorned trolloc is here, fighting Davor.

* S HP:Hurt MV:Full >
c
You pierce *Reyl*'s body hard.

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered > *Davor* leaves east riding a warhorse.
[close gate]
It's already closed!

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered >
3

[k light]
You do the best you can!

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered >
*Davor* has arrived from the east, riding a warhorse.
*Reyl* panics, and attempts to flee!

r
* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered > *Davor* tries to crush you, but you deflect the blow.

c
* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered >

[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered > [close gate]
It's already closed!

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Battered >
You pierce *Reyl*'s left leg.
A ramshorned trolloc tickles Davor's head with his slash.
A ramshorned trolloc barely tickles Davor's right leg with his slash.
*Reyl* tickles the burly trolloc's body with his pound.
A ramshorned trolloc barely slashes Reyl's body.
A muzzled trolloc cleaves Reyl's left arm.
A muzzled trolloc barely cleaves Reyl's body.
A muzzled trolloc tickles Reyl's body with his cleave.
A muzzled trolloc barely cleaves Reyl's body.
A muzzled trolloc barely cleaves Reyl's body.
A muzzled trolloc barely cleaves Reyl's body.
The burly trolloc crushes Reyl's body hard.

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Beaten >
*Reyl* panics, and attempts to flee!

* S HP:Hurt MV:Full - the burly trolloc: Scratched - Reyl: Beaten >
f
3
You panic and attempt to flee!


*Reyl* panics, and attempts to flee!

You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: *Taleena* is here, fighting a hooved trolloc, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc is here, fighting Taleena.
[k light]
You try to pierce *Taleena*, but she parries successfully.

* S HP:Hurt MV:Full - a hooved trolloc: Hurt - Taleena: Healthy >
*Reyl* has arrived from the west, riding a warhorse.

* S HP:Hurt MV:Full - a hooved trolloc: Hurt - Taleena: Healthy >
c
f
[close gate]
I see no gate here.

* S HP:Hurt MV:Full - a hooved trolloc: Hurt - Taleena: Healthy > You try to pierce *Taleena*, but she deflects the blow.
*Taleena* strikes a hooved trolloc's body.
A hooved trolloc tries to cleave Taleena, but she dodges the attack.
You panic and attempt to flee!


You flee head over heels.
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: Ommin the Master Havoc is standing here.
East: A trolloc is here commanding a fist of troops.
West: A wolfish trolloc is here, howling for blood.

o S HP:Hurt MV:Full >
west

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

* S HP:Hurt MV:Full >
3
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: South: A hooved trolloc anxiously stamps its feet.
West: A burly trolloc stands here, eyeing the surroundings.
*Davor* is standing here, riding a warhorse.
*Taleena* is here, fighting a hooved trolloc, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc is here, fighting Taleena.

* S HP:Hurt MV:Full > [k light]
You pierce *Davor*'s body.

* S HP:Hurt MV:Full - Davor: Wounded >
r
f
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Full - Davor: Wounded > You panic and attempt to flee!

3

*Taleena* strikes a hooved trolloc's body.
A hooved trolloc tries to cleave Taleena, but she dodges the attack.

You flee head over heels.
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A red-eyed raven is visible flying high in the sky.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
[k light]
They aren't here.

o S HP:Hurt MV:Full >
3
3
The burly trolloc opens the stonegate.
[k light]
They aren't here.

3
o S HP:Hurt MV:Full > [k light]
They aren't here.

3
o S HP:Hurt MV:Full > [k light]
They aren't here.

o S HP:Hurt MV:Full >
3
*Davor* has arrived from the east, riding a warhorse.
[k light]
You barely pierce *Davor*'s right leg.

* S HP:Hurt MV:Full - Davor: Wounded >
3

*Davor* tries to crush you, but you deflect the blow.
The burly trolloc joins your fight!
A muzzled trolloc joins your fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc says 'You Davor!!! You will die before your time!! '
You tickle *Davor*'s body with your pierce.
You barely pierce *Davor*'s left arm.

* S HP:Hurt MV:Full - Davor: Wounded >
c
[k light]
You do the best you can!

* S HP:Hurt MV:Full - Davor: Wounded > [k light]
You do the best you can!

* S HP:Hurt MV:Full - Davor: Wounded > [close gate]
Ok.

* S HP:Hurt MV:Full - Davor: Wounded >
f
You panic and attempt to flee!

east

A ramshorned trolloc slashes Davor's body.
A muzzled trolloc barely cleaves Davor's body.
A muzzled trolloc barely cleaves Davor's left foot.
A muzzled trolloc cleaves Davor's body.
A muzzled trolloc tickles Davor's body with his cleave.
A muzzled trolloc tickles Davor's body with his cleave.
A muzzled trolloc cleaves Davor's body.
The burly trolloc crushes Davor's right leg.


*Reyl* has arrived from the east, riding a warhorse.


*Davor* sends you sprawling with a powerful bash!
The burly trolloc avoids being bashed by *Davor* who loses his balance and falls!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a muzzled trolloc sprawling with a powerful bash!
*Davor* sends a ramshorned trolloc sprawling with a powerful bash!


The burly trolloc crushes Davor's body hard.
*Davor* crushes your body into bloody fragments!
*Davor* crushes a muzzled trolloc's right foot into bloody fragments!
*Davor* crushes a muzzled trolloc's left leg into bloody fragments!
*Davor* crushes a muzzled trolloc's body into bloody fragments!
*Davor* crushes a muzzled trolloc's body very hard.
*Davor* crushes a muzzled trolloc's body into bloody fragments!
*Davor* crushes a muzzled trolloc's body extremely hard.
*Davor* crushes a ramshorned trolloc's body into bloody fragments!


*Reyl* opens the stonegate.

*Reyl* leaves west riding a warhorse.
You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: *Taleena* is here, fighting a hooved trolloc, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc is here, fighting Taleena.
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: Ommin the Master Havoc is standing here.
East: A trolloc is here commanding a fist of troops.
West: A wolfish trolloc is here, howling for blood.

o S HP:Hurt MV:Strong >
west
west
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A wolfish trolloc is here, howling for blood.
South: A hooved trolloc anxiously stamps its feet.
West: *Taleena* is here, fighting a hooved trolloc, riding a warhorse.
A figure stands here, ready to collect unwanted things.
A hooved trolloc is here, fighting Taleena.

west
* S HP:Hurt MV:Strong > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
*Davor* is here, fighting the burly trolloc, riding a warhorse.
The burly trolloc is here, fighting Davor.
A red-eyed raven is visible flying high in the sky.
A muzzled trolloc is sitting here.
A muzzled trolloc is sitting here.
A muzzled trolloc is sitting here.
A muzzled trolloc is sitting here.
A muzzled trolloc is sitting here.
A muzzled trolloc is sitting here.
A ramshorned trolloc is sitting here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Hurt MV:Strong > *Davor* panics, and attempts to flee!
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.

* S HP:Hurt MV:Strong >
west

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

west
* S HP:Hurt MV:Strong > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
East:
west
o S HP:Hurt MV:Strong > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

o S HP:Hurt MV:Strong > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]

o S HP:Hurt MV:Strong >
east
east
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

o S HP:Hurt MV:Strong >
h
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
East:
z
o S HP:Hurt MV:Strong > [hide ]
You attempt to hide yourself.

o S HP:Hurt MV:Strong >

[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong > o S HP:Hurt MV:Strong >
east
h
z
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.
*Reyl* is standing here, riding a warhorse.

* S HP:Hurt MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Strong > [backstab h.light]
You silently approach your victim...

-=+**+
You swiftly dodge *Reyl*'s attempt to pound you.

=- -=+
c
*
You can't backstab a fighting person, too alert!

* S HP:Hurt MV:Strong - Reyl: Beaten >
c
[close gate]
Ok.

* S HP:Hurt MV:Strong - Reyl: Beaten >
c
You pierce *Reyl*'s body hard.
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Beaten > [close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Beaten >
c
You pierce *Reyl*'s left leg hard.
You swiftly dodge *Reyl*'s attempt to pound you.
[close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical > The stonegate is opened from the other side.
[close gate]
Ok.

c
* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical >
c
*Reyl* opens the stonegate.
[close gate]
Ok.

c
* S HP:Hurt MV:Strong - Reyl: Critical > You pierce *Reyl*'s left leg hard.
*Reyl* panics, and attempts to flee!
You pierce *Reyl*'s body.
[close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical >
c
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical >
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong - Reyl: Critical > [close gate]
It's already closed!

* S HP:Hurt MV:Strong - Reyl: Critical >
c
c
*Reyl* leaves north riding a warhorse.
[close gate]
It's already closed!

* S HP:Hurt MV:Strong > [close gate]
It's already closed!

* S HP:Hurt MV:Strong >
c
[close gate]
It's already closed!

c
* S HP:Hurt MV:Strong >
c
[close gate]
It's already closed!

* S HP:Hurt MV:Strong > [close gate]
It's already closed!

* S HP:Hurt MV:Strong > [close gate]
It's already closed!

north
* S HP:Hurt MV:Strong > [close gate]
It's already closed!

* S HP:Hurt MV:Strong >
3
[close gate]
It's already closed!

* S HP:Hurt MV:Strong > [close gate]
It's already closed!

* S HP:Hurt MV:Strong > *Reyl* has arrived from the north, riding a warhorse.
[close gate]
It's already closed!

* S HP:Hurt MV:Strong >
3
*Reyl* leaves west riding a warhorse.
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
An irritating fly is here flying around.

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

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

o S HP:Hurt MV:Strong >
south
c
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
West: A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.

* S HP:Hurt MV:Tiring >
west
[close gate]
It's already closed!

west
* S HP:Hurt MV:Tiring >
west
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
*Reyl* is standing here, riding a warhorse.

west
* S HP:Hurt MV:Tiring > *Reyl* leaves west riding a warhorse.
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
*Reyl* is standing here, riding a warhorse.

* S HP:Hurt MV:Tiring > *Reyl* leaves west riding a warhorse.
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
*Reyl* is standing here, riding a warhorse.

* S HP:Hurt MV:Tiring > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
East:
o S HP:Hurt MV:Tiring >
3
[k light]
They aren't here.

east
o S HP:Hurt MV:Tiring >
3
3
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]

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

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

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

east
o S HP:Hurt MV:Tiring >
east
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

east
o S HP:Hurt MV:Tiring > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]

o S HP:Hurt MV:Tiring >
c
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.

* S HP:Hurt MV:Tiring > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
East: Light sparkles off a strange, pearl-white key lying on the ground.
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A red-eyed raven is visible flying high in the sky.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

o S HP:Hurt MV:Tiring > [close gate]
Ok.

o S HP:Hurt MV:Tiring >
west
The stonegate seems to be closed.

o S HP:Hurt MV:Tiring >
west
The stonegate seems to be closed.

o S HP:Hurt MV:Tiring >
west
The stonegate seems to be closed.

west
o S HP:Hurt MV:Tiring >
west
The stonegate seems to be closed.

west
o S HP:Hurt MV:Tiring > The stonegate seems to be closed.

o S HP:Hurt MV:Tiring > The stonegate seems to be closed.

o S HP:Hurt MV:Tiring >
o
west
[open gate]
Ok.

o S HP:Hurt MV:Tiring >
west
west
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.

* S HP:Hurt MV:Tiring > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]

o S HP:Hurt MV:Tiring > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

o S HP:Hurt MV:Tiring >
north
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
The corpse of Reyl is lying here.
A warhorse is here, stamping his feet impatiently.
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 raven is here flying around.
A crow is here flying around.

o S HP:Hurt MV:Tiring >
Your heartbeat calms down more as you feel less panicked.

o S HP:Hurt MV:Tiring >
nar rip reyl
You narrate 'rip reyl'

o S HP:Hurt MV:Tiring >
nar you need gear?
You narrate 'you need gear?'

sca
o S HP:Hurt MV:Tiring > [scalp corpse]
You lean over and cut the bloody scalp from the corpse of Reyl.

o S HP:Hurt MV:Tiring >
exa corpse
It is the corpse of Reyl.
When you look inside, you see:
corpse (here) :
two very used boots with steel toe caps
a pair of dirty leather trousers with chainmail kneecaps
a silver-banded war mallet
a gator skin bracer
thick, stained, and oily workgloves
a set of bulky leather shoulderpads
a backpack
a grimy leather shirt
a padded leather helmet
a ring of silver
a lantern

o S HP:Hurt MV:Tiring >
take mallet corpse
You get a silver-banded war mallet from the corpse of Reyl.

o S HP:Hurt MV:Tiring >
l
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
The corpse of Reyl is lying here.
A warhorse is here, stamping his feet impatiently.
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 raven is here flying around.
A crow is here flying around.

o S HP:Hurt MV:Tiring >
bu
[butcher corpse]
You savagely rip a limb from the corpse of Reyl.

eat limb
o S HP:Hurt MV:Tiring > You are too full to eat more!

stat
o S HP:Hurt MV:Tiring >
r
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 28.3 lbs and wearing 15.0 lbs, very light.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 141, Parrying bonus: 141
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Hurt MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy

o S HP:Hurt MV:Tiring >
*Davor* has arrived from the west, riding a warhorse.

* S HP:Hurt MV:Tiring >
drop limb
3
*Davor* gets two very used boots with steel toe caps from the dismembered corpse of Reyl.
*Davor* gets a pair of dirty leather trousers with chainmail kneecaps from the dismembered corpse of Reyl.
*Davor* gets a gator skin bracer from the dismembered corpse of Reyl.
*Davor* gets thick, stained, and oily workgloves from the dismembered corpse of Reyl.
*Davor* gets a set of bulky leather shoulderpads from the dismembered corpse of Reyl.
*Davor* gets a backpack from the dismembered corpse of Reyl.
*Davor* gets a grimy leather shirt from the dismembered corpse of Reyl.
*Davor* gets a padded leather helmet from the dismembered corpse of Reyl.
*Davor* gets a ring of silver from the dismembered corpse of Reyl.
*Davor* gets a lantern from the dismembered corpse of Reyl.
You drop a severed leg.

* S HP:Hurt MV:Tiring > *Davor* leaves west riding a warhorse.
[k light]
They aren't here.

o S HP:Hurt MV:Tiring >
south
south
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
West:
o S HP:Hurt MV:Tiring > Alas, you cannot go that way...

o S HP:Hurt MV:Tiring >
east
east
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
East:
o S HP:Hurt MV:Tiring > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.
*Taleena* is standing here, riding a warhorse.

* S HP:Hurt MV:Tiring >
hz

Arglebargle, glop-glyf!?!

* S HP:Hurt MV:Tiring >
h
z
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Tiring >
h
z
[backstab h.light]
You silently approach your victim...

Cancelled.
*Taleena* tries to strike you, but you deflect the blow.
[hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Taleena: Healthy > *Taleena* swiftly dodges your attempt to pierce her.
[backstab h.light]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Taleena: Healthy >
You try to pierce *Taleena*, but she parries successfully.
*Taleena* tries to strike you, but you dodge the attack.

* S HP:Hurt MV:Tiring - Taleena: Healthy >
o
f
[open gate]
It's already open!

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


*Taleena* tries to strike you, but you parry successfully.
*Taleena* closes the stonegate.


You flee head over heels.
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
An irritating fly is here flying around.

o S HP:Hurt MV:Tiring >
south
h
z
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A thick, leather backpack lies abandoned here. [2]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.
*Davor* is standing here, riding a warhorse.
*Taleena* is standing here, riding a warhorse.

* S HP:Hurt MV:Tiring > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring > [backstab h.light]
You silently approach your victim...

-=+*
The stonegate is opened from the other side.

*+=-
*Taleena* closes the stonegate.

-=+*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Tiring - Davor: Battered >
*Davor* tries to crush you, but you parry successfully.

* S HP:Hurt MV:Tiring - Davor: Battered >
*Taleena* tries to strike you, but you parry successfully.

* S HP:Hurt MV:Tiring - Davor: Battered >
*Taleena* tries to strike you, but you dodge the attack.

scream
* S HP:Hurt MV:Tiring - Davor: Battered >
*Davor* sends you sprawling with a powerful bash!

* S HP:Hurt MV:Tiring - Davor: Battered >
*Davor* crushes your body extremely hard.

* S HP:Hurt MV:Tiring - Davor: Battered >
Your body is burned by a tremendous fireball sent by *Taleena*!

* S HP:Wounded MV:Tiring - Davor: Battered > The stonegate is opened from the other side.
*Davor* closes the stonegate.
ARRRRRRRRRRGH!!!!!

* S HP:Wounded MV:Tiring - Davor: Battered >
f
You barely pierce *Davor*'s body.
You panic and attempt to flee!


You flee head over heels.
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
An irritating fly is here flying around.

o S HP:Wounded MV:Tiring >
north
Crumbling Slope
To the north, as far as the eye can see barren hills dominate the
landscape. They are lifeless heaps of dry soil and loose rocks without.
Here and there remnants of dead plants can be found in the soil, slowly
decomposing in the heat and drought. The hills continue east and the dead
grounds stretch for as long as one can see towards the north and south.
[ obvious exits: N E S ]
A cringing trolloc whelp cowers before you.
A hound of the shadow smells blood in the air.

o S HP:Wounded MV:Tiring >
nar brick on batt davor
You narrate 'brick on batt davor'

o S HP:Wounded MV:Tiring >
nar ffs
You narrate 'ffs'

o S HP:Wounded MV:Tiring >
inv
You are carrying:
a silver-banded war mallet
the war scalp of Reyl the Human slain in the Blasted Lands

where
o S HP:Wounded MV:Tiring >
r
Players in your Zone
--------------------
Evilynn - Crumbling Slope
Iorrek - A Black Pool

o S HP:Wounded MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy

o S HP:Wounded MV:Tiring >
stat
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 18.3 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 146, Dodging bonus: 144, Parrying bonus: 143
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Wounded MV:Tiring >
who
Players
-------
Faygo the Boarheaded Trolloc
Kyggk the Infected Squirm [Ghar'ghael]
Porka the Dark Master [Ghar'ghael Master]
Ommin the Master Havoc [Ko'bal Master]
Evilynn the Daughter of Shadow
Iorrek the Wolfish Trolloc

6 players displayed.

o S HP:Wounded MV:Tiring >
A cringing trolloc whelp leaves south.
Your heartbeat calms down more as you feel less panicked.

o S HP:Wounded MV:Strong >
nar am i the only one ?
You narrate 'am i the only one ?'

o S HP:Wounded MV:Strong >
where
r
Players in your Zone
--------------------
Evilynn - Crumbling Slope
Iorrek - A Black Pool

o S HP:Wounded MV:Strong >
stat
[change mood wimpy]
Mood changed to: Wimpy

o S HP:Wounded MV:Strong > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 18.3 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 146, Dodging bonus: 144, Parrying bonus: 143
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Wounded MV:Strong >
south
south
h
z
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
A cringing trolloc whelp cowers before you.
An irritating fly is here flying around.

o S HP:Wounded MV:Strong > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A pair of crimson laced boots lies on the ground.
A discarded pair of dirty trousers is on the ground.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here.
A pair of oily gloves is abandoned here.
A set of bulky shoulderpads lies here.
A grimy shirt lies here.
A padded leather helmet lies here.
A silver ring on the ground catches your eye.
A lantern has been left here.
A thick, leather backpack lies abandoned here. [3]
A glowing blue orb made of crystal is resting here.
An iron lantern hangs from the wall above the gate.
*Davor* is standing here, riding a warhorse.
*Taleena* is standing here, riding a warhorse.

* S HP:Wounded MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Strong > [backstab h.light]
You silently approach your victim...

-=+**+=- -=+*
You gain a level!
*Davor* makes a strange sound as you place a silver-winged basilard in his back!<-- I landed!
*Davor* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
*Taleena* suddenly looks stricken by grief.<--- your turn!?
Your blood freezes as you hear *Davor*'s death cry.

* S HP:Wounded MV:Strong >
h
z
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Strong > [backstab h.light]
You silently approach your victim...

-=+**+=- -
*Taleena* collapses from devastating grief.

=
*Taleena* gets a key to the Ruined Keep from the corpse of Davor.
*Taleena* gets a pair of thick metal boots from the corpse of Davor.
*Taleena* gets a pair of steel-plated greaves from the corpse of Davor.
*Taleena* gets a dagger from the corpse of Davor.
*Taleena* gets a bronze belt of odd design from the corpse of Davor.
*Taleena* gets a massive war maul from the corpse of Davor.
*Taleena* gets a sungwood bracelet from the corpse of Davor.
*Taleena* gets a sungwood bracelet from the corpse of Davor.
*Taleena* gets a pair of heavy metal gauntlets from the corpse of Davor.
*Taleena* gets a pair of ebony-steel plate vambraces from the corpse of Davor.
*Taleena* gets a backpack from the corpse of Davor.
*Taleena* gets an earthen brown mantle from the corpse of Davor.
*Taleena* gets a torc of gleaming steel from the corpse of Davor.
*Taleena* gets a torc of gleaming steel from the corpse of Davor.
*Taleena* gets a full metal helmet and visor from the corpse of Davor.
*Taleena* gets a jade signet ring from the corpse of Davor.
*Taleena* gets a jade signet ring from the corpse of Davor.
*Taleena* gets a mirrored lantern from the corpse of Davor.

+*
*Taleena* stops resting, and clambers on her feet.
Ooops. Your clumsy execution broadcasts your intentions.<---- almost a double tap!

* S HP:Wounded MV:Tiring - Taleena: Wounded >
o

*Taleena* tries to strike you, but you parry successfully.

* S HP:Wounded MV:Tiring - Taleena: Wounded >
nar rip davor
sca

*Taleena* tries to strike you, but you parry successfully.

* S HP:Wounded MV:Tiring - Taleena: Wounded >
*Taleena* puts a mirrored lantern in a soft leather pouch.
*Taleena* puts a jade signet ring in a soft leather pouch.
*Taleena* puts a jade signet ring in a soft leather pouch.
*Taleena* puts a full metal helmet and visor in a soft leather pouch.
*Taleena* puts a torc of gleaming steel in a soft leather pouch.
*Taleena* puts a torc of gleaming steel in a soft leather pouch.
*Taleena* puts an earthen brown mantle in a soft leather pouch.
*Taleena* puts a sungwood bracelet in a soft leather pouch.
*Taleena* puts a sungwood bracelet in a soft leather pouch.
*Taleena* puts a dagger in a soft leather pouch.
*Taleena* puts a key to the Ruined Keep in a soft leather pouch.
*Taleena* puts the severed head of Porka the Trolloc slain in the Blasted Lands in a soft leather pouch.
*Taleena* puts the severed head of Skewer the Trolloc slain in the Blasted Lands in a soft leather pouch.
*Taleena* puts some coins in a soft leather pouch.
*Taleena* puts some coins in a soft leather pouch.

* S HP:Wounded MV:Tiring - Taleena: Wounded >
*Taleena* panics, and attempts to flee!

* S HP:Wounded MV:Tiring - Taleena: Wounded >
*Taleena* leaves north riding a warhorse.

* S HP:Wounded MV:Tiring > [open gate]
It's already open!

* S HP:Wounded MV:Tiring > You narrate 'rip davor'

* S HP:Wounded MV:Tiring > [scalp corpse]
You lean over and sever the bloody head from the corpse of Davor.

* S HP:Wounded MV:Tiring >
nar bricked on wound taleena
west
You narrate 'bricked on wound taleena'

west
* S HP:Wounded MV:Tiring >
west
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
East: A warhorse is here, stamping his feet impatiently.

west
o S HP:Wounded MV:Tiring > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

o S HP:Wounded MV:Tiring > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]

3
o S HP:Wounded MV:Tiring >
3
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]

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

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

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

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

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

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

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

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

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

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

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

o S HP:Wounded MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy

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

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

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

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded >

[k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > No way! You're fighting for your life!

3
* S HP:Wounded MV:Tiring - Taleena: Wounded > *Taleena* panics, and attempts to flee!

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

* S HP:Wounded MV:Tiring - Taleena: Wounded >
*Taleena* leaves west riding a warhorse.

o S HP:Wounded MV:Tiring >
Faygo narrates 'where she at?'

o S HP:Wounded MV:Tiring >
mar 5w keep
west
Arglebargle, glop-glyf!?!

west
o S HP:Wounded MV:Tiring >
west
south
south
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]

o S HP:Wounded MV:Tiring >
south
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]

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

o S HP:Wounded MV:Tiring > Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]

o S HP:Wounded MV:Tiring > Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
South:
o S HP:Wounded MV:Tiring > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
South: The giant blight beetle is visible flying high in the sky.
*Taleena* is standing here, riding a warhorse.

* S HP:Wounded MV:Tiring >
*Taleena* leaves south riding a warhorse.

nra blight
o S HP:Wounded MV:Tiring >
3
Arglebargle, glop-glyf!?!

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

o S HP:Wounded MV:Tiring >
nar 4s
You narrate '4s'

o S HP:Wounded MV:Tiring >
south
south
south
The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
The giant blight beetle is visible flying high in the sky.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

south
o S HP:Wounded MV:Tiring > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
North: The giant blight beetle is visible flying high in the sky.
South:
o S HP:Wounded MV:Tiring > The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
South: An enormous blight worm towers above you, making an eerie shrill scream.
*Taleena* is standing here, riding a warhorse.

* S HP:Wounded MV:Tiring > The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
North: An enormous blight worm towers above you, making an eerie shrill scream.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
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 rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.

o S HP:Wounded MV:Tiring >
*Taleena* has arrived from the north, riding a warhorse.

* S HP:Wounded MV:Tiring >
*Taleena* leaves west riding a warhorse.

o S HP:Wounded MV:Tiring >
nar we;bpw3

You narrate 'we;bpw3'

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

o S HP:Wounded MV:Tiring >
nar elbow

The enormous worm leaves north.

o S HP:Wounded MV:Tiring > You narrate 'elbow'

o S HP:Wounded MV:Tiring >
west
west
west
west
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]
East: A hideous trolloc is here, in a world of hurt.
West: A small stick is lying on the ground here.

o S HP:Wounded MV:Tiring > Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
West: A huge trolloc marked with a whirlwind snorts here.
A small stick is lying on the ground here.

o S HP:Wounded MV:Tiring > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
East: A small stick is lying on the ground here.
West: A huge trolloc marked with a whirlwind snorts here.

o S HP:Wounded MV:Tiring > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
North: A huge trolloc marked with a whirlwind snorts here.
East: A huge trolloc marked with a whirlwind snorts here.
West: A giant blight beetle is here, scurrying about.
*Taleena* is here, fighting a Dhai'mon trolloc, riding a warhorse.
A raven is visible flying high in the sky.
A Dhai'mon trolloc is here, fighting Taleena.

* S HP:Wounded MV:Tiring >
nar w
3
*Taleena* leaves east riding a warhorse.
You narrate 'w'

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

o S HP:Wounded MV:Tiring >
3

A Dhai'mon trolloc leaves east.

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

o S HP:Wounded MV:Tiring >
nar allw

*Taleena* has arrived from the east, riding a warhorse.

* S HP:Wounded MV:Tiring > *Taleena* leaves west riding a warhorse.
You narrate 'allw'

3
o S HP:Wounded MV:Tiring >
3

A Dhai'mon trolloc has arrived from the east.
[k light]
They aren't here.

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

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

o S HP:Wounded MV:Tiring > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
East: A trolloc is here ruling a group of trollocs.
South: A trolloc is here, exhorting a group of trolloc raiders.
A giant blight beetle is here, scurrying about.
A huge darkhound is here, drooling and snarling.

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

o S HP:Wounded MV:Tiring >
A Dhai'mon trolloc has arrived from the east.

o S HP:Wounded MV:Tiring >
where

A Dhai'mon trolloc leaves south.

o S HP:Wounded MV:Tiring >
stat
Players in your Zone
--------------------
Faygo - Path in the Blight
Evilynn - The Blight
You catch the scent of horses nearby.

o S HP:Wounded MV:Tiring > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 18.4 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 146, Dodging bonus: 144, Parrying bonus: 143
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Wounded MV:Tiring >
r

Faygo has arrived from the east.

o S HP:Wounded MV:Tiring >
south
[change mood wimpy]
Mood changed to: Wimpy

east
o S HP:Wounded MV:Tiring >
south
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]
North: Faygo the Boarheaded Trolloc is standing here.
East: A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Wounded MV:Tiring >
south
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, 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.
[ obvious exits: N S W ]
North: A young trolloc is here, growling with a deep bloodlust.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A mirrored lantern has been left here.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.

west
o S HP:Wounded MV:Winded >
south
The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
North: A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Wounded MV:Winded >
south
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
North: A trolloc is here, exhorting a group of trolloc raiders.

south
o S HP:Wounded MV:Winded > The Blight
The Blight here is a twisted sprawl of foul plants and shrubs. You appear to
be on some sort of hill, which slopes steeply to the south. From this vantage
point you can see the Mountains of Dhoom far to the north, and a tinge of
verdant green to the south.
[ obvious exits: E S ]

o S HP:Wounded MV:Winded > The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
South:
o S HP:Wounded MV:Winded > The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
South: A tall, ramshorned trolloc is here, commanding.
A gory tuft of flesh lies abandoned on the ground.
*Taleena* is standing here, riding a warhorse.

* S HP:Wounded 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 ]
North: 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.

o S HP:Wounded MV:Winded >
3

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


* S HP:Wounded MV:Winded >
3
[k light]
You try to pierce *Taleena*, but she parries successfully.

3
* S HP:Wounded MV:Winded - Taleena: Wounded > [k light]
You do the best you can!

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

* S HP:Wounded MV:Winded - Taleena: Wounded >
nar downer
q
*Taleena* panics, and attempts to flee!
You narrate 'downer'

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
[change mood brave]
Mood changed to: Brave

3
* S HP:Wounded MV:Winded - Taleena: Wounded > You try to pierce *Taleena*, but she parries successfully.
A ramshorned trolloc joins your fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A fade joins a ramshorned trolloc's fight!
The blighted tree tries to hit Taleena, but she dodges the attack.
The blighted tree joins the blighted tree's fight!
[k light]
You do the best you can!

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > *Taleena* leaves down riding a warhorse.
[k light]
They aren't here.

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

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

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

down
o S HP:Wounded MV:Winded >
3
3
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
*Taleena* is standing here, riding a warhorse.
You smell something remniscent of death as you enter this place.

3
* S HP:Wounded MV:Winded > [k light]
You try to pierce *Taleena*, but she deflects the blow.

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

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

* S HP:Wounded MV:Winded - Taleena: Wounded >
nar 1ed

You swiftly dodge *Taleena*'s attempt to strike you.
You try to pierce *Taleena*, but she deflects the blow.

* S HP:Wounded MV:Winded - Taleena: Wounded > You narrate '1ed'

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
3

[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > [k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded >
3
[k light]
You do the best you can!

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > [k light]
You do the best you can!

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

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

* S HP:Wounded MV:Winded - Taleena: Wounded >
*Taleena* tries to strike you, but you parry successfully.
You try to pierce *Taleena*, but she deflects the blow.
Your heartbeat calms down more as you feel less panicked.

nar 1d
* S HP:Wounded MV:Tiring - Taleena: Wounded >
3
3
You narrate '1d'

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

q
* S HP:Wounded MV:Tiring - Taleena: Wounded >
3
3
[change mood brave]
Mood changed to: Brave

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded >
3
3
3
3
[k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded >
sc
*Taleena* tries to strike you, but you parry successfully.
You try to pierce *Taleena*, but she deflects the blow.
*Taleena* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Tiring - Taleena: Wounded > *Taleena* leaves north riding a warhorse.
*Taleena* has arrived from the north, riding a warhorse.
You have 314(420) hit and 139(244) movement points.
You have scored 108518046 experience points and 7 quest points.
You need 1727301317 exp to reach the next level.
You have amassed 341 Turn points to date.
You have played 8 days and 8 hours (real time).
This ranks you as Evilynn the Wolfish Trolloc (Level 51).
You are standing.

* S HP:Wounded MV:Tiring >
1

*Taleena* leaves up riding a warhorse.

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

o S HP:Wounded MV:Tiring >
3

[k light]
They aren't here.

o S HP:Wounded MV:Tiring >
up
3
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 ]
North: Faygo the Boarheaded Trolloc 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.
The smell of death fades as you move further...

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

south
o S HP:Wounded MV:Tiring >
3
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: Faygo the Boarheaded Trolloc is standing here.
The corpse of the blight bear is lying here.

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

o S HP:Wounded MV:Tiring >
south
south
The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
The corpse of a rat is lying here.
The corpse of a Dha'vol trolloc is lying here.

o S HP:Wounded MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
East: A small stick is lying on the ground here.
The corpse of the blighted tree is lying here. [2]

o S HP:Wounded MV:Tiring >
south
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
West: A black snake is here, lying on a rock.
The corpse of the blighted tree is lying here. [2]

rh
o S HP:Wounded MV:Tiring >
z
Arglebargle, glop-glyf!?!

o S HP:Wounded MV:Tiring > [backstab h.light]
Backstab who?

o S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Faygo - The Blight
Kyggk - The Blight
Evilynn - The Blight
You catch a faint scent of a horse nearby.

o S HP:Wounded MV:Tiring >
*Taleena* has arrived from the west, riding a warhorse.

* S HP:Wounded MV:Tiring >
*Taleena* leaves south riding a warhorse.

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

o S HP:Wounded MV:Tiring >
nar alls
south
You narrate 'alls'

3
o S HP:Wounded MV:Tiring > The Blight
You stand on the edge of the Blight. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but
stained and spotted with yellow and black, with livid red streaks like
blood poisoning. Every leaf and creeper seems bloated, ready to burst at
touch. The air tastes like a mouthful of spoiled meat. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E ]
East: A black tree with bloated leaves sprouts from the ground, branches quivering.

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

east
o S HP:Wounded MV:Winded >
east
The Blight
You stand on the edge of the Blight. Trees and flowers grow here, but they
are bloated and sickly. Flowers hang on trees and weeds in a parody of
spring, pale and pulpy, waxen things that appear to decay while you watch
them. The air is ripe with the sweet stench of decay, and it is difficult
to avoid gagging when you breathe. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]
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.

south
o S HP:Wounded MV:Winded >
south
The Blight
You stand on the edge of the Blight. The forest here looks decidedly ill.
You are loathe to touch anything, lest the rotting decay spread to you as
well. It is extremely hot, and the air is damp and sweet like a swamp or
mire. There is movement around you, it seems as if the very trees are
creeping towards you. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N S W ]
West: A black tree with bloated leaves sprouts from the ground, branches quivering.

o S HP:Wounded MV:Winded > Path to Tarwin's Gap
To the south lies Tarwin's Gap, pathway to the Borderlands, while to the
north the Blight awaits. The ground here is well trod, clear of vegetation
from the tramping of booted and hooved feet. Further south, the path leads
into the hills that stand before the Mountains of Dhoom.
[ obvious exits: N E S W ]

o S HP:Wounded MV:Winded > Path to Tarwin's Gap
Tarwin's Gap can be seen to the south, a break in the impenetrable Mountains
of Dhoom. To either side, rolling foothills mark the transition from mountain
to level ground, while to the north, the Blight stretches on, seemingly
endless. A cold breeze can be felt, as the winds that sweep through the Gap
gather here.
[ obvious exits: N E S W ]

o S HP:Wounded MV:Winded >
nar gap
stat
You narrate 'gap'

not
o S HP:Wounded MV:Winded > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 18.4 lbs and wearing 15.0 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 144, Parrying bonus: 116
Your mood is: Brave. You will flee below: 100 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Wounded MV:Winded > You stop paying increased attention to your surroundings.

south
o S HP:Wounded MV:Winded >
south
south
Outside Tarwin's Gap
To the south, a break in the seemingly endless mountains is Tarwin's Gap.
Vast black peaks topped with snow seem impenetrable from here. The chilly
wind blows south through the gap, carrying the stench of the Blight with it.
To the north, the path continues through the hills, leading to the Blight
beyond.
[ obvious exits: N E S W ]

o S HP:Wounded MV:Winded >
south
Entering the Gap
Here, just before the gap, the sheer granite that makes the sides of the gap
tower over this spot. The Blight lies to the north, awaiting more victims,
the sickly sweet stench of its corruption wafting in. The gap itself leads
south through the mountains. By looking carefully, a pair of paths that lead
around the gap can be seen to the east and west.
[ obvious exits: N S W ]

south
o S HP:Wounded MV:Winded > In the Gap
From here, the sides of the gap loom menacingly over you, and a chill wind
channels through the mountains from the north. A smell hangs in the air,
torro and over-ripe. You can watch all the way north from here, seeing over
a vast area.
[ obvious exits: N S ]

o S HP:Wounded MV:Winded > Tarwin's Gap
Here in Tarwin's Gap the Mountains of Dhoom loom menacingly over the pass.
Small pebbles occasionally shower onto the ground from the mountains above,
landing among the sparse, wiry grass that grows here. To the north, the gap
continues onwards, leading deeper into the Blight, while to the south the a
large pile of boulders lie scattered on the ground. A chilly wind, funneled
by the tall mountains to either side, blows through the gap.
[ obvious exits: N S ]

south
o S HP:Wounded MV:Winded > Tarwin's Gap
Boulders of all sizes litter the ground here, but do not impede passage. A
half-buried white rock stands out among the brown and black boulders. Walls
of black granite loom over the pass, funneling a chill wind through. The
rank stench of the Blight is strong here, so close to that twisted forest.
Glancing around, one can tell that the gap continues to the north and south.
[ obvious exits: N S ]
South:
south
o S HP:Wounded MV:Winded >
south
Tarwin's Gap
To either side the tall walls of Tarwin's Gap loom overhead, with the pitch
black peaks of the Mountains of Dhoom beyond. Small tufts of grass poke out
of the rocky soil, among the debris that litters the ground. The way seems
cluttered with boulders to the north, but the gap continues to the south.
[ obvious exits: N S ]
*Taleena* is standing here, riding a warhorse.

* S HP:Wounded MV:Winded > Inside the Gap
Just to the south, Tarwin's Gap opens out into a large rocky opening among
the foothills of the Mountains of Dhoom. Tall walls loom over the rocky soil
to either side of the pass, casting shadows onto the rocky soil. Sparse tufts
of wiry grass are scattered among the rocks here, and an occasional pebble
comes tumbling down.
[ obvious exits: N S ]
North:
o S HP:Wounded MV:Winded > Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ]
South: A black wolf growls loudly, poised to leap.

o S HP:Wounded MV:Winded >
3

3
[k light]
They aren't here.

o S HP:Wounded MV:Winded >
3
3
*Taleena* has arrived from the north, riding a warhorse.
[k light]
You try to pierce *Taleena*, but she parries successfully.


* S HP:Wounded MV:Winded - Taleena: Wounded >
3
You try to pierce *Taleena*, but she parries successfully.
[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > [k light]
You do the best you can!

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

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

* S HP:Wounded MV:Winded - Taleena: Wounded >
nar bush

Kyggk has arrived from the north.

3
* S HP:Wounded MV:Winded - Taleena: Wounded >
3
*Taleena* tries to strike you, but you dodge the attack.
You try to pierce *Taleena*, but she deflects the blow.
Kyggk leaves south.
You narrate 'bush'

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > [k light]
You do the best you can!


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

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

* S HP:Wounded MV:Winded - Taleena: Wounded > * S HP:Wounded MV:Winded - Taleena: Wounded >
open bush

*Taleena* leaves east riding a warhorse.

3
o S HP:Wounded MV:Winded >
3
Ok.

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

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

3
o S HP:Wounded MV:Winded > *Taleena* has arrived from the east, riding a warhorse.
[k light]
You try to pierce *Taleena*, but she parries successfully.

* S HP:Wounded MV:Winded - Taleena: Wounded > *Taleena* tries to strike you, but you dodge the attack.
You try to pierce *Taleena*, but she deflects the blow.
[k light]
You do the best you can!

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
3
3
[k light]
You do the best you can!

* S HP:Wounded MV:Winded - Taleena: Wounded >
3
*Taleena* panics, and attempts to flee!
[k light]
You do the best you can!

3
* S HP:Wounded MV:Winded - Taleena: Wounded > Kyggk has arrived from the south.
[k light]
You do the best you can!

* S HP:Wounded MV:Winded - Taleena: Wounded > *Taleena* swiftly dodges Kyggk's attempt to cleave her.
[k light]
You do the best you can!

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

* S HP:Wounded MV:Winded - Taleena: Wounded >
*Taleena* leaves south riding a warhorse.

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

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

o S HP:Wounded MV:Winded >
south
Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]
North: Kyggk the Diseased Molestor is standing here.
A black wolf growls loudly, poised to leap.
A black wolf growls loudly, poised to leap.

south
o S HP:Wounded MV:Winded >
3
Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N S W ]
North: A black wolf growls loudly, poised to leap.
South:
o S HP:Wounded MV:Winded >
south
south
[k light]
They aren't here.

south
o S HP:Wounded MV:Winded >
south
Kyggk has arrived from the north.
Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]
North: Kyggk the Diseased Molestor is standing here.
*Taleena* is here, fighting Faygo, riding a warhorse.
Faygo the Boarheaded Trolloc is here, fighting Taleena.

* S HP:Wounded MV:Winded >
west
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
North: South: A red-eyed raven is here flying around.

o S HP:Wounded MV:Winded >
west
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
West: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A dirty rock lies here. [2]
A red-eyed raven is here flying around.

o S HP:Wounded MV:Winded > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]

west
o S HP:Wounded MV:Winded > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
A raven is visible flying high in the sky.

o S HP:Wounded MV:Winded >
west
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]

west
o S HP:Wounded MV:Winded > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]

o S HP:Hurt MV:Weary >
3
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]

o S HP:Hurt MV:Weary >
3
Alas, you cannot go that way...

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

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

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

sc
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
You have 327(420) hit and 71(244) movement points.
You have scored 108518046 experience points and 7 quest points.
You need 1727301317 exp to reach the next level.
You have amassed 341 Turn points to date.
You have played 8 days and 8 hours (real time).
This ranks you as Evilynn the Wolfish Trolloc (Level 51).
You are standing.

3
o S HP:Hurt MV:Weary > *Taleena* has arrived from the east, riding a warhorse.
[k light]
You try to pierce *Taleena*, but she parries successfully.

* S HP:Hurt MV:Weary - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > Kyggk has arrived from the east.
[k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > Kyggk cleaves *Taleena*'s right foot into bloody fragments!
[k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > *Taleena* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > Kyggk tries to cleave *Taleena*, but she parries successfully.
You try to pierce *Taleena*, but she parries successfully.
[k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > [k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded >
nar split
3
You narrate 'split'

3
* S HP:Hurt MV:Weary - Taleena: Wounded >
3
You try to pierce *Taleena*, but she parries successfully.
Faygo has arrived from the east.
[k light]
You do the best you can!

3
* S HP:Hurt MV:Weary - Taleena: Wounded >
3
[k light]
You do the best you can!

* S HP:Hurt MV:Weary - Taleena: Wounded > *Taleena* leaves north riding a warhorse.
[k light]
They aren't here.

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

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary > [k light]
They aren't here.

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

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

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary > [k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

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

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

3
o S HP:Hurt MV:Weary >
3
3
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary > [k light]
They aren't here.

3
o S HP:Hurt MV:Weary > [k light]
They aren't here.

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

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

o S HP:Hurt MV:Weary >
*Taleena* has arrived from the east, riding a warhorse.

nar im hag chase her
* S HP:Hurt MV:Weary >
*Taleena* leaves south riding a warhorse.

3
o S HP:Hurt MV:Weary >
3
You narrate 'im hag chase her'

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

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

south
o S HP:Hurt MV:Weary >
west
west
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
North: Kyggk the Diseased Molestor is standing here.
West:
o S HP:Hurt MV:Weary > Kyggk has arrived from the north.
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
East: Kyggk the Diseased Molestor is standing here.
West:
o S HP:Hurt MV:Weary > A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
South: A big brown bear growls angrily about him.
*Taleena* is standing here, riding a warhorse.

south
* S HP:Hurt MV:Weary >
south
*Taleena* leaves south riding a warhorse.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
West: A gray palfrey prances skittishly nearby.
*Taleena* is standing here, riding a warhorse.
A big brown bear growls angrily about him.

* S HP:Hurt MV:Weary > Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]

3
o S HP:Hurt MV:Weary > [k light]
They aren't here.

3
o S HP:Hurt MV:Weary >
west
[k light]
They aren't here.

3
o S HP:Hurt MV:Weary > A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
North:
o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.


o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
o S HP:Hurt MV:Weary >
3
3
[k light]
They aren't here.

o S HP:Hurt MV:Weary >
3
[k light]
They aren't here.

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

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

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

o S HP:Hurt MV:Weary >
scan n
3
3
*Taleena* is standing here, riding a warhorse.
A gray palfrey prances skittishly nearby.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

o S HP:Hurt MV:Weary >

[k light]
They aren't here.

o S HP:Hurt MV:Weary >
nar n trees
You narrate 'n trees'

o S HP:Hurt MV:Weary >
where
r
Players in your Zone
--------------------
Faygo - Before a Split in the Road
Kyggk - The Dusty Road
Evilynn - A Makeshift Bridge
You catch a faint scent of a horse nearby.

o S HP:Hurt MV:Weary > [change mood wimpy]
Mood changed to: Wimpy

o S HP:Hurt MV:Weary >
north
h
z
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
East: A big brown bear growls angrily about him.
*Taleena* is standing here, riding a warhorse.
A gray palfrey prances skittishly nearby.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Weary > [backstab h.light]
You silently approach your victim...

-=+*
*Taleena* tries to strike Faygo, but he deflects the blow.


Faygo tries to pierce *Taleena*, but she deflects the blow.
The ancient tree tries to hit Faygo, but he dodges the attack.
The ancient tree joins the ancient tree's fight!
*Taleena* tries to strike Faygo, but he deflects the blow.

*+=-
Faygo tries to pierce *Taleena*, but she parries successfully.
Faygo panics, and attempts to flee!


Faygo leaves south.

-
*Taleena* looks at Faygo.

=+*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Weary - Taleena: Wounded >
You swiftly dodge the ancient tree's attempt to hit you.
The ancient tree joins the ancient tree's fight!
The ancient tree tries to hit you, but you parry successfully.
The ancient tree tries to hit you, but you deflect the blow.
You swiftly dodge *Taleena*'s attempt to strike you.

* S HP:Hurt MV:Winded - Taleena: Wounded >
The ancient tree tries to hit you, but you parry successfully.
The ancient tree tries to hit you, but you deflect the blow.
*Taleena* tries to strike you, but you parry successfully.

* S HP:Hurt MV:Winded - Taleena: Wounded >
nar i chortlesnorfling bricked again
scream
You narrate 'i chortlesnorfling bricked again'

* S HP:Hurt MV:Winded - Taleena: Wounded > ARRRRRRRRRRGH!!!!!

* S HP:Hurt MV:Winded - Taleena: Wounded >
r

The ancient tree tries to hit you, but you parry successfully.
The ancient tree tries to hit you, but you parry successfully.
*Taleena* tries to strike you, but you deflect the blow.
You try to pierce *Taleena*, but she parries successfully.

f
* S HP:Hurt MV:Winded - Taleena: Wounded > [change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Winded - Taleena: Wounded > You panic and attempt to flee!

west

You flee head over heels.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
West: A big brown bear growls angrily about him.

north
o S HP:Hurt MV:Winded > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
East: A big brown bear growls angrily about him.
*Taleena* is standing here, riding a warhorse.
A gray palfrey prances skittishly nearby.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

h
* S HP:Hurt MV:Winded >
z
*Taleena* shrugs helplessly.
Alas, you cannot go that way...

* S HP:Hurt MV:Winded > *Taleena* waves.

Eol
Posts: 704
Joined: Mon Aug 31, 2015 10:34 pm

Re: Luck of the dark one

Post by Eol » Sun Oct 29, 2023 8:34 am

I prefer to read these sort of logs from Taleena's perspectives so after Davor dies you can see him cursing and blaming Taleena. :)

Davor
Posts: 419
Joined: Wed Mar 18, 2015 9:38 pm

Re: Luck of the dark one

Post by Davor » Sun Oct 29, 2023 8:58 am

This was his fault. He insulted me after you first bricked. So I stopped spamming. You failed to kill him.

Taleena
Posts: 44
Joined: Sat Feb 11, 2017 8:15 pm

Re: Luck of the dark one

Post by Taleena » Sun Oct 29, 2023 4:35 pm

Hah was so annoyed with him for letting you miss the stab the first time, we were bickering about it when you landed the stab the 2nd time. Then I was confused why you were chasing me so hard on a low ob trolloc. Then after you missed the time stab I was like - screw this pk, I'm done :)

Evilynn
Posts: 14
Joined: Wed Mar 22, 2023 1:05 pm

Re: Luck of the dark one

Post by Evilynn » Sun Oct 29, 2023 5:02 pm

lol you were weighed down some with his abs and i didnt know Faygo was stab. Can see from log it wasn't a "lets flee stab her." I didn't even know he was in the room. I thought they were a basher or something is why I was chasing.

Eol
Posts: 704
Joined: Mon Aug 31, 2015 10:34 pm

Re: Luck of the dark one

Post by Eol » Sun Oct 29, 2023 6:37 pm

Interestingly the stab encumbrance check is on the stabber, not on the victim.

Davor
Posts: 419
Joined: Wed Mar 18, 2015 9:38 pm

Re: Luck of the dark one

Post by Davor » Sun Oct 29, 2023 6:47 pm

Also, he used the term bickering. That term suggests an endearing relationship. I was saying things that would make Nass blush.

Rig
Posts: 2245
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Luck of the dark one

Post by Rig » Sun Oct 29, 2023 10:12 pm

Davor wrote:
Sun Oct 29, 2023 6:47 pm
Also, he used the term bickering. That term suggests an endearing relationship. I was saying things that would make Nass blush.
Really jealous that you don’t serenade me with this kind of vocabulary.

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