REVENGE

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Post Reply
Penetrator
Posts: 76
Joined: Thu Sep 29, 2016 8:02 am

REVENGE

Post by Penetrator » Sat Nov 26, 2016 2:35 pm

o HP:Healthy MV:Full >
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 ]
An iron lantern hangs from the wall above the gate.
*Dixon* is here, fighting someone, riding a warhorse.

* HP:Healthy MV:Full > [k human]
You try to blast *Dixon*, but he parries successfully.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched > [bash ]


-=
+*

*Dixon* slices someone's left arm very hard.

*
+=
*Dixon* closes the stonegate.
Nazgrim narrates 'on 1 w'

-
*Dixon* panics, and attempts to flee!


-=
Your bash at *Dixon* sends him sprawling!

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
call
cp
The stonegate is opened from the other side.
You don't see a closed gate.

b
* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
[change mood berserk]
Mood changed to: Berserk

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
You blast *Dixon*'s body hard.
Nazgrim tickles *Dixon*'s right leg with his pierce.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
b
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >
b
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Scratched >

You blast *Dixon*'s right leg hard.
Nazgrim pierces *Dixon*'s body.
You blast *Dixon*'s body hard.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >
b
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >
b
*Dixon* looks at Nazgrim.
[bash ]


-=
Nazgrim tries to pierce *Dixon*, but he parries successfully.
*Dixon* tries to slice Nazgrim, but he deflects the blow.

+*
*
+=
-
-
You are slapped by *Dixon*.

=
Your bash at *Dixon* sends him sprawling!

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >

You blast *Dixon*'s body very hard.
Nazgrim barely pierces *Dixon*'s left leg.

call
* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >
You don't see a closed gate.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >
giggle
giggle
lo
You giggle.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt >
You giggle.

b
* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Hurt > You blast *Dixon*'s body very hard.
Nazgrim pierces *Dixon*'s body.
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 ]
An iron lantern hangs from the wall above the gate.
Nazgrim the Trolloc is here, fighting Dixon.
*Dixon* is sitting here, riding a warhorse.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Wounded >
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Wounded >
b

You blast *Dixon*'s left arm very hard.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Wounded >
[bash ]
They already seem to be stunned.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Wounded >
b

*Dixon* closes the stonegate.

* HP:Healthy MV:Full - Nazgrim: Scratched - Dixon: Wounded >
You blast *Dixon*'s body hard.
Nazgrim tries to pierce *Dixon*, but he deflects the blow.
*Dixon* tries to slice Nazgrim, but he deflects the blow.
*Dixon* panics, and attempts to flee!
[bash ]


-
=
*Dixon* leaves west riding a warhorse.

call
+
call
*Cancelled.
You call for the stonegate to be opened.
The stonegate is opened from the other side.

call
* HP:Healthy MV:Full >
You don't see a closed gate.
Nazgrim leaves west.

* HP:Healthy MV:Full >
You don't see a closed gate.

* HP:Healthy MV:Full >
cb
cb
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Healthy MV:Full >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Healthy MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

4
* HP:Healthy MV:Full >
The stonegate closes quietly.
The stonegate is opened from the other side.

w
w
* HP:Healthy MV:Full >
w
[change wimpy 0]
You won't flee from any fight now.

w
* HP:Healthy MV:Full >
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 ]

9
o HP:Healthy MV:Full > 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 HP:Healthy MV:Full > 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 HP:Healthy MV:Full > 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 ]

w
w
o HP:Healthy MV:Full >
[k human]
They aren't here.

w
o HP:Healthy MV:Full > 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 HP:Healthy MV:Full > 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 ]

0
o HP:Healthy MV:Full >
s
s
Alas, you cannot go that way...

s
o HP:Healthy MV:Full >
[where ]
Players in your Zone
--------------------
Penetrator - Bend in the Path
Xafelar - The Blacksmith's Workshop
Loomis - Instruments of Torture

9
o HP:Healthy MV:Full > 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 HP:Healthy MV:Strong > 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 ]

o HP:Healthy MV:Strong > 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 ]

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

s
9
o HP:Healthy MV:Strong >
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 ]
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.

o HP:Healthy MV:Strong >
0
[k human]
They aren't here.

s
o HP:Healthy MV:Strong > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

s
o HP:Healthy MV:Strong >
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 ]

s
s
o HP:Healthy MV:Strong >
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 ]

o HP:Healthy MV:Strong > 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 ]
Nazgrim the Trolloc is standing here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Nazgrim leaves west.

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

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

w
w
o HP:Healthy MV:Strong >
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 ]
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.

w
w
o HP:Healthy MV:Strong >
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 ]

w
o HP:Healthy MV:Strong > 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 ]
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 HP:Healthy MV:Strong > 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 ]
A raven is visible flying high in the sky.

o HP:Healthy MV:Strong >
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 ]
Nazgrim the Trolloc is standing here.
*Dixon* is standing here, riding a warhorse.
The giant blight beetle is visible flying high in the sky.

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

* HP:Healthy MV:Strong >
9

*Dixon* slices your left leg into bloody fragments!

9
b
* HP:Scratched MV:Strong - Dixon: Wounded >
[k human]
You do the best you can!

* HP:Scratched MV:Strong - Dixon: Wounded > [k human]
You do the best you can!

* HP:Scratched MV:Strong - Dixon: Wounded > The giant blight beetle tries to
hit Dixon, but he deflects the blow.
[bash ]

-
=+
Dixon swiftly dodges the giant blight beetle's attempt to hit him.

*
*+
=-

You dodge a bash from *Dixon* who loses his balance and falls!

-
=
Your bash at *Dixon* sends him sprawling!

* HP:Scratched MV:Strong - Dixon: Wounded >
cp

The giant blight beetle tickles Dixon's head with its hit.
You try to blast *Dixon*, but he parries successfully.

* HP:Scratched MV:Strong - Dixon: Wounded >
b
[change mood berserk]
Mood changed to: Berserk

* HP:Scratched MV:Strong - Dixon: Wounded >
[bash ]
They already seem to be stunned.

* HP:Scratched MV:Strong - Dixon: Wounded >

You blast *Dixon*'s body.

* HP:Scratched MV:Strong - Dixon: Wounded >

*Dixon* looks at you.

* HP:Scratched MV:Strong - Dixon: Wounded >

You try to blast *Dixon*, but he deflects the blow.

* HP:Scratched MV:Strong - Dixon: Wounded >
nar allw elbow
b
You narrate 'allw elbow'

* HP:Scratched MV:Strong - Dixon: Wounded >
[bash ]


-
=+
*
*
+
The giant blight beetle tries to hit Dixon, but he deflects the blow.
The giant blight beetle tries to hit Dixon, but he dodges the attack.
*Dixon* slices your right arm into bloody fragments!
The Wheel of Time turns towards the Light...
You dodge a bash from *Dixon* who loses his balance and falls!

=
-
-=
Your bash at *Dixon* sends him sprawling!

* HP:Hurt MV:Full - Dixon: Wounded >
lo
You blast *Dixon*'s left arm hard.
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 ]
*Dixon* is sitting here, riding a warhorse.
The giant blight beetle is here, fighting Dixon.
Nazgrim narrates 'flee'

* HP:Hurt MV:Full - Dixon: Wounded >

You blast *Dixon*'s right leg hard.

* HP:Hurt MV:Full - Dixon: Wounded >
nar bashed to firetruck
b
You narrate 'bashed to firetruck'

* HP:Hurt MV:Full - Dixon: Wounded >
[bash ]


-
=+
*
*+
=
*Dixon* sends you sprawling with a powerful bash!

* HP:Hurt MV:Full - Dixon: Wounded >

*Dixon* slices your head.

* HP:Hurt MV:Full - Dixon: Wounded >

Nazgrim tries to pierce *Dixon*, but he parries successfully.

* HP:Hurt MV:Full - Dixon: Wounded >

A Ko'bal trolloc has arrived from the south.
A Ko'bal trolloc barely pierces Dixon's left arm.
The giant blight beetle tries to hit Dixon, but he deflects the blow.

* HP:Hurt MV:Full - Dixon: Wounded >
b

The giant blight beetle leaves south.
A Ko'bal trolloc tries to pierce Dixon, but he parries successfully.
Nazgrim pierces *Dixon*'s left foot.
*Dixon* slices your body hard.
*Dixon* comforts you.

* HP:Hurt MV:Full - Dixon: Wounded >

*Dixon* panics, and attempts to flee!

* HP:Hurt MV:Full - Dixon: Wounded >

*Dixon* leaves north riding a warhorse.

o HP:Hurt MV:Full > [bash ]
Bash who?

o HP:Hurt MV:Full >
cb
cb

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

cb
cb
* HP:Hurt MV:Full >
*Dixon* leaves south riding a warhorse.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

cb
o HP:Hurt MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

1
o HP:Hurt MV:Full >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

o HP:Hurt MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

s
o HP:Hurt MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

e
o HP:Hurt MV:Full > [bash h.human]
Bash who?

s
s
o HP:Hurt MV:Full >
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 ]
The giant blight beetle is visible flying high in the sky.
A huge darkhound is here, drooling and snarling.
Nazgrim has arrived from the north.

w
o HP:Hurt MV:Full > 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 ]
A trolloc is here, exhorting a group of trolloc raiders.

s
o HP:Hurt MV:Full > 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 ]

s
o HP:Hurt MV:Strong > 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 ]

o HP:Hurt MV:Strong >
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 HP:Hurt MV:Strong > 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 ]
A huge trolloc marked with a whirlwind snorts here.

o HP:Hurt MV:Strong > 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 ]
A small stick is lying on the ground here.

s
s
o HP:Hurt MV:Strong >
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 ]
A huge darkhound is here, drooling and snarling.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

9
s
o HP:Hurt MV:Strong >
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 ]
*Dixon* is standing here, riding a warhorse.
The blight bear stands on its haunches, roaring madly.

9
* HP:Hurt MV:Strong > *Dixon* leaves south riding a warhorse.
[k human]
They aren't here.

o HP:Hurt MV:Strong > 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 ]

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

o HP:Hurt MV:Strong > 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 ]
The corpse of the blighted tree is lying here. [2]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
*Dixon* is standing here, riding a warhorse.

9
9
* HP:Hurt MV:Strong >
A shrill piercing scream reverberates through the area.
[k human]
You try to blast *Dixon*, but he deflects the blow.

9
* HP:Hurt MV:Strong - Dixon: Wounded >
[k human]
You do the best you can!

b
* HP:Hurt MV:Strong - Dixon: Wounded >
[k human]
You do the best you can!

* HP:Hurt MV:Strong - Dixon: Wounded >
*Dixon* slices your left arm into bloody fragments!
You blast *Dixon*'s body hard.
[bash ]


-=
+*
*+
=-
-
=
As *Dixon* avoids your bash, you topple over and fall to the ground!

* HP:Wounded MV:Strong - Dixon: Battered >

*Dixon* sends you sprawling with a powerful bash!
Nazgrim has arrived from the north.

* HP:Wounded MV:Strong - Dixon: Battered >
Nazgrim leaves south.

* HP:Wounded MV:Strong - Dixon: Battered >

Nazgrim has arrived from the south.

* HP:Wounded MV:Strong - Dixon: Battered >
b

*Dixon* slices your head hard.

* HP:Wounded MV:Strong - Dixon: Battered >
[bash ]


-=
+
Nazgrim barely pierces *Dixon*'s left leg.

*
*
+
=
Nazgrim pierces *Dixon*'s body.

-
-
=
Your bash at *Dixon* sends him sprawling!

* HP:Wounded MV:Strong - Dixon: Battered >
cp
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

* HP:Wounded MV:Strong - Dixon: Battered >
b
Nazgrim pierces *Dixon*'s right foot hard.
You blast *Dixon*'s body very hard.
[bash ]
They already seem to be stunned.

* HP:Wounded MV:Strong - Dixon: Battered >
b
You blast *Dixon*'s body very hard.
[bash ]
They already seem to be stunned.

* HP:Wounded MV:Strong - Dixon: Battered >
b
[bash ]
They already seem to be stunned.

* HP:Wounded MV:Strong - Dixon: Battered >
b
Nazgrim pierces *Dixon*'s body.
You blast *Dixon*'s right leg.
[bash ]
They already seem to be stunned.

* HP:Wounded MV:Strong - Dixon: Battered >
b
[bash ]


-
*Dixon* panics, and attempts to flee!

=
+*

*Dixon* leaves north riding a warhorse.

*
+=
-
9
-=
They're not here anymore!

9
9
o HP:Wounded MV:Strong >
9
9
[k human]
They aren't here.

9
9
o HP:Wounded MV:Strong >
[k human]
They aren't here.

9
o HP:Wounded MV:Strong > [k human]
They aren't here.

9
9
o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong > [k human]
They aren't here.

cb
o HP:Wounded MV:Strong >
cb
[k human]
They aren't here.

cb
o HP:Wounded MV:Strong > [k human]
They aren't here.

cb
cb
o HP:Wounded MV:Strong >
[k human]
They aren't here.

cb
o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

cb
o HP:Wounded MV:Strong >
cb
*Dixon* has arrived from the north, riding a warhorse.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.
Nazgrim tries to pierce *Dixon*, but he parries successfully.

* HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

4
* HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

0
9
* HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Wounded MV:Strong >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

b
* HP:Wounded MV:Strong >
*Dixon* tries to slice Nazgrim, but he parries successfully.
Nazgrim tries to pierce *Dixon*, but he parries successfully.
*Dixon* panics, and attempts to flee!
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Wounded MV:Strong >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Wounded MV:Strong > [change wimpy 0]
You won't flee from any fight now.

* HP:Wounded MV:Strong > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

* HP:Wounded MV:Strong > [k human]
You try to blast *Dixon*, but he parries successfully.

* HP:Wounded MV:Strong - Nazgrim: Scratched - Dixon: Battered >
[bash ]


-
*Dixon* leaves south riding a warhorse.

=+
*
s
s
9
s
*+Cancelled.
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 ]
The corpse of the blighted tree is lying here.
Nazgrim has arrived from the north.

9
o HP:Wounded MV:Strong > 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 ]
*Dixon* is standing here, riding a warhorse.
Nazgrim has arrived from the north.

* HP:Wounded MV:Strong >
[k human]
You try to blast *Dixon*, but he deflects the blow.

* HP:Wounded MV:Strong - Dixon: Battered > No way! You're fighting for your life!

* HP:Wounded MV:Strong - Dixon: Battered > [k human]
You do the best you can!

* HP:Wounded MV:Strong - Dixon: Battered >

A shrill piercing scream reverberates through the area.
Nazgrim pierces *Dixon*'s body.

* HP:Wounded MV:Strong - Dixon: Beaten >

*Dixon* panics, and attempts to flee!

* HP:Wounded MV:Strong - Dixon: Beaten >
9

Nazgrim pierces *Dixon*'s body.
You blast *Dixon*'s body very hard.

9
* HP:Wounded MV:Strong - Dixon: Beaten >
9
[k human]
You do the best you can!

9
* HP:Wounded MV:Strong - Dixon: Beaten > [k human]
You do the best you can!

* HP:Wounded MV:Strong - Dixon: Beaten > [k human]
You do the best you can!

9
* HP:Wounded MV:Strong - Dixon: Beaten > [k human]
You do the best you can!

9
9
* HP:Wounded MV:Strong - Dixon: Beaten >
9
[k human]
You do the best you can!

9
9
* HP:Wounded MV:Strong - Dixon: Beaten >
*Dixon* leaves north riding a warhorse.
[k human]
They aren't here.

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong >
[k human]
They aren't here.

n
o HP:Wounded MV:Strong > [k human]
They aren't here.

w
o HP:Wounded MV:Strong >
0
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 ]
The corpse of the blighted tree is lying here.

9
o HP:Wounded MV:Strong >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A green woodpecker is here flying around.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Wounded MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - In a Dying Orchard

o HP:Wounded MV:Strong > [k human]
They aren't here.

s
o HP:Wounded MV:Strong >
A Potato Field
Being left to grown on their own, most of the potato plants here have died.
Only a few survive, and they are now large green bushes hiding potatoes
under their arms. There is also a hole in the ground which looks like the
beginning of a tunnel leading down into the nest of some animal. The way
west seems to lead to more rows of dirt, but to the north a darker part of
the orchard is situated.
[ obvious exits: N W ]
A potato is here. [3]

n
n
o HP:Wounded MV:Strong >
e
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A green woodpecker is here flying around.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

9
o HP:Wounded MV:Strong >
Alas, you cannot go that way...

o HP:Wounded MV:Strong > 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 ]
The corpse of the blighted tree is lying here.

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong >
9
0
9
[k human]
They aren't here.

o HP:Wounded MV:Strong >
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong >
n
e
9
b
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 ]
The corpse of the blighted tree is lying here. [2]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.

o HP:Wounded MV:Strong >
The corpse of the blighted tree has decayed into a pile of dust.
The corpse of the blighted tree has decayed into a pile of dust.
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
The corpse of Penetrator is lying here.

o HP:Wounded MV:Strong >
[k human]
They aren't here.

o HP:Wounded MV:Strong > [bash ]
Bash who?

0
o HP:Wounded MV:Strong >
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

ga
o HP:Wounded MV:Strong >
0
9
[get all corpse]
The corpse of Penetrator seems to be empty.

o HP:Wounded MV:Strong >
w
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

o HP:Wounded MV:Strong >
tm
[k human]
They aren't here.

o HP:Wounded MV:Strong > 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 ]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.

o HP:Wounded MV:Strong > [track mount]

-
=+
*
*+
=
-
Some obvious fresh tracks of a Ridden mount leaving north.

o HP:Wounded MV:Strong >
nar still blight
You narrate 'still blight'

o HP:Wounded MV:Strong >
n
0
9
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 ]

o HP:Wounded MV:Strong >
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
Nazgrim - The Blight

o HP:Wounded MV:Strong > [k human]
They aren't here.

o HP:Wounded MV:Strong >
n
0
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 ]
The blight bear stands on its haunches, roaring madly.

o HP:Wounded MV:Strong >
[where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight

n
d
o HP:Wounded MV:Strong >
0
The blight bear tickles your body with its hit.
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
No way! You're fighting for your life!

o HP:Wounded MV:Strong - the blight bear: Scratched >
No way! You're fighting for your life!

o HP:Wounded MV:Strong - the blight bear: Scratched > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight

cw
o HP:Wounded MV:Strong - the blight bear: Scratched >
f
[change mood wimpy]
Mood changed to: Wimpy

o HP:Wounded MV:Strong - the blight bear: Scratched > You panic and attempt to
flee!


You flee head over heels.
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 ]
A small stick is lying on the ground here.
A huge darkhound is here, drooling and snarling.
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 HP:Wounded MV:Strong >
d
0
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 ]
You smell something remniscent of death as you enter this place.

n
o HP:Wounded MV:Strong >
[where ]
Players in your Zone
--------------------
Penetrator - Deep in the Valley

w
o HP:Wounded MV:Strong >
Deep in the Valley
The dry brook ends here at the base of a large apple tree. The tree has
become twisted and defiled by the blighted soil and the black fruit it bears
is fodder for the scavenging worms and maggots that thrive in this
valley of death.
[ obvious exits: S W ]
A mushroom grows here.
An enormous blight worm towers above you, making an eerie shrill scream.

o HP:Wounded MV:Strong >
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
An enormous blight worm towers above you, making an eerie shrill scream.

o HP:Wounded MV:Strong >
Nazgrim narrates 'see?'

o HP:Wounded MV:Strong >
u
tm
Overlooking the Dismal Valley
The ground falls away sharply here. Massive boulders and roots extend
from the sloping ground making the way down appear treacherous. Spreading
out below is a vast valley, the woods become thicker to the north.
[ obvious exits: N W D ]

o HP:Wounded MV:Strong >
[track mount]


-
=+
*
*+
=-

Some clear almost day-old tracks of a Ridden mount leaving north.

o HP:Wounded MV:Strong >

Nazgrim narrates 'orch'

o HP:Wounded MV:Strong >
nar negatory prolly orch
s
You narrate 'negatory prolly orch'

e
o HP:Wounded MV:Strong >
s
Alas, you cannot go that way...

d
o HP:Wounded MV:Strong >
Alas, you cannot go that way...

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

o HP:Wounded MV:Strong > In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
An enormous blight worm towers above you, making an eerie shrill scream.

o HP:Wounded MV:Strong >
e
s
Deep in the Valley
The dry brook ends here at the base of a large apple tree. The tree has
become twisted and defiled by the blighted soil and the black fruit it bears
is fodder for the scavenging worms and maggots that thrive in this
valley of death.
[ obvious exits: S W ]
A mushroom grows here.
An enormous blight worm towers above you, making an eerie shrill scream.

u
o HP:Wounded MV:Strong >
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 ]
An enormous blight worm towers above you, making an eerie shrill scream.

o HP:Wounded MV:Strong >
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 ]
A small stick is lying on the ground here.
A huge darkhound is here, drooling and snarling.
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 HP:Wounded MV:Strong >
s
s
s
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 ]
The blight bear stands on its haunches, roaring madly.

s
o HP:Wounded MV:Strong >
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 ]

w
o 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 ]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.

o HP:Wounded MV:Tiring > 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 ]

o HP:Wounded MV:Tiring >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A green woodpecker is here flying around.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Wounded MV:Tiring >
w
w
s
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.

9
o HP:Wounded MV:Tiring >
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

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

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

o HP:Wounded MV:Tiring > [bash ]
Bash who?

w
o HP:Wounded MV:Tiring >

The writhing grass tickles your body with its hit.
You blast the writhing grass's trunk into bloody fragments!
The writhing grass tickles your left leg with its hit.

s
9
o HP:Wounded MV:Tiring - the writhing grass: Scratched >
b
No way! You're fighting for your life!

o HP:Wounded MV:Tiring - the writhing grass: Scratched >
No way! You're fighting for your life!

cw
o HP:Wounded MV:Tiring - the writhing grass: Scratched > [k human]
They aren't here.

f
o HP:Wounded MV:Tiring - the writhing grass: Scratched > [bash ]

s
9
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy

b
o HP:Wounded MV:Tiring - the writhing grass: Scratched > You panic and attempt
to flee!
Nazgrim narrates 'trees'

You flee head over heels.
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

o HP:Wounded MV:Tiring > [bash ]
Bash who?

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

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

s
o HP:Wounded MV:Tiring >
w
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A lynx creeps low to the ground, hunting for food.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

w
n

Penetrator
Posts: 76
Joined: Thu Sep 29, 2016 8:02 am

Re: REVENGE

Post by Penetrator » Sat Nov 26, 2016 2:36 pm

* HP:Wounded MV:Tiring >
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A baby lizard scampers about.
A spotted horse wanders skittishly around here.

9
o HP:Wounded MV:Tiring > Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A raven is here, watching.
A spotted horse wanders skittishly around here.

b
o HP:Wounded MV:Tiring > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
Nazgrim the Trolloc is sitting here.
*Dixon* is here, fighting Nazgrim, riding a warhorse.
The ancient tree is here, fighting Nazgrim.
The ancient tree is here, fighting Nazgrim.

* HP:Wounded MV:Tiring > The ancient tree hits Nazgrim's left arm.
The ancient tree barely hits Nazgrim's body.
*Dixon* slices Nazgrim's body hard.
[k human]
You blast *Dixon*'s body.

* HP:Wounded MV:Tiring - Nazgrim: Hurt - Dixon: Beaten >
[bash ]


-
=+
*
*+
=
*Dixon* panics, and attempts to flee!

-

The ancient tree hits Nazgrim's body.
The ancient tree hits Nazgrim's left arm.

-
=
As *Dixon* avoids your bash, you topple over and fall to the ground!

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

o HP:Wounded MV:Tiring >
Nazgrim narrates 'he beat'

cb
o HP:Wounded MV:Tiring >

Nazgrim panics, and attempts to flee!

st
o HP:Wounded MV:Tiring >
s

Nazgrim leaves north.

9
o HP:Wounded MV:Tiring >
9
9
[change mood brave]
Mood changed to: Brave
Nazgrim has arrived from the north.

o HP:Wounded MV:Tiring >
You stand up.
Nazgrim leaves south.

o HP:Wounded MV:Tiring > Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Nazgrim the Trolloc is standing here.
A spotted horse wanders skittishly around here.

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

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

9
9
o HP:Wounded MV:Tiring >
[k human]
They aren't here.

0
9
o HP:Wounded MV:Tiring > [k human]
They aren't here.
Nazgrim leaves west.

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

o HP:Wounded MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - The Crossroads
Penetrator - Path to the Old Monastery
You catch a faint scent of a horse nearby.

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

9
9
o HP:Wounded MV:Tiring > [k human]
They aren't here.

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

o HP:Wounded MV:Tiring >
e
e
9
b
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A baby lizard scampers about.
A spotted horse wanders skittishly around here.

o HP:Wounded MV:Tiring > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a raven is lying here.
*Dixon* is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A lynx creeps low to the ground, hunting for food.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Wounded MV:Tiring > *Dixon* slices your left leg extremely hard.
[k human]
You do the best you can!

* HP:Wounded MV:Tiring - Dixon: Beaten >
You try to blast *Dixon*, but he deflects the blow.
A Shienaran forestscout joins Dixon's fight!
A Shienaran forestscout stops using a torch.
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
Ragan joins a Shienaran forestscout's fight!
*Dixon* barely slices your head.
[bash ]


-
f
9
=+
9
*
Cancelled.
You panic and attempt to flee!

9
9
You flee head over heels.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A baby lizard scampers about.
A spotted horse wanders skittishly around here.
[k human]
They aren't here.

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

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

9
9
o HP:Wounded MV:Tiring > [k human]
They aren't here.

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

o HP:Wounded MV:Tiring >
*Dixon* has arrived from the east, riding a warhorse.
[k human]
You blast *Dixon*'s left arm very hard.

9
9
* HP:Wounded MV:Tiring - Dixon: Beaten >
cp
[k human]
You do the best you can!

b
* HP:Wounded MV:Tiring - Dixon: Beaten >
[k human]
You do the best you can!

* HP:Wounded MV:Tiring - Dixon: Beaten > [change mood berserk]
Mood changed to: Berserk

* HP:Wounded MV:Tiring - Dixon: Beaten > [bash ]

-
=+
*
*+

*Dixon* sends you sprawling with a powerful bash!

* HP:Wounded MV:Tiring - Dixon: Beaten >

*Dixon* slices your right leg into bloody fragments!

* HP:Wounded MV:Tiring - Dixon: Beaten >

Nazgrim has arrived from the west.

* HP:Wounded MV:Tiring - Dixon: Beaten >
b

*Dixon* slices your left arm into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
Nazgrim pierces *Dixon*'s body.

* HP:Wounded MV:Strong - Dixon: Beaten >
*Dixon* panics, and attempts to flee!
[bash ]


-=
*Dixon* leaves west riding a warhorse.

+*
*
Nazgrim leaves west.

+=
-
-=
They're not here anymore!

cb
o HP:Wounded MV:Strong >
cb
cb
[change mood brave]
You try to calm down, but can't.

cb
cb
o HP:Wounded MV:Strong >
[change mood brave]
You try to calm down, but can't.

cb
o HP:Wounded MV:Strong > [change mood brave]
You try to calm down, but can't.

o HP:Wounded MV:Strong > [change mood brave]
You try to calm down, but can't.

cb
o HP:Wounded MV:Strong >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

cb
o HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

cb
o HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

4
o HP:Wounded MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

e
o HP:Wounded MV:Strong >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

n
o HP:Wounded MV:Strong > [change wimpy 0]
You won't flee from any fight now.

9
o HP:Wounded MV:Strong > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a raven is lying here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A lynx creeps low to the ground, hunting for food.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Wounded MV:Tiring > Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A black messenger pigeon is here.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

o HP:Wounded MV:Tiring >
9
[bash ]
Bash who?

9
0
o HP:Wounded MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Wounded MV:Tiring >
[k human]
They aren't here.

9
o HP:Wounded MV:Tiring >
9
[where ]
Players in your Zone
--------------------
Nazgrim - Path to the Old Monastery
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

9
9
o HP:Wounded MV:Tiring >
[k human]
They aren't here.

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

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

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

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

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

9
o HP:Wounded MV:Tiring > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.

b
o HP:Wounded MV:Tiring > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Wounded MV:Tiring >
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A raven 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.

o HP:Wounded MV:Tiring > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Dixon* is here, fighting someone, riding a warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* HP:Wounded MV:Tiring >
[k human]
You blast *Dixon*'s body hard.

* HP:Wounded MV:Tiring - Nazgrim: Hurt - Dixon: Beaten > [bash ]


-=
*Dixon* panics, and attempts to flee!

+
*

Nazgrim narrates 'trees'

*
+
Nazgrim pierces *Dixon*'s body.
The ancient tree hits your body.
The ancient tree joins the ancient tree's fight!
*Dixon* leaves north riding a warhorse.

=
-
s
-=
They're not here anymore!

cw
o HP:Wounded MV:Tiring - the ancient tree: Healthy > No way! You're fighting for your life!

f
o HP:Wounded MV:Tiring - the ancient tree: Healthy >
f
[change mood wimpy]
Mood changed to: Wimpy

o HP:Wounded MV:Tiring - the ancient tree: Healthy >
You panic and attempt to flee!
Nazgrim leaves south.

s
s
e
You blast the ancient tree's trunk into bloody fragments!
The ancient tree tickles your body with its hit.
The ancient tree barely tickles your head with its hit.
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: 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 Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
A falcon with long, brown feathers circles in a slow hunting pattern.

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

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

o HP:Wounded MV:Tiring > A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: 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.

o HP:Wounded MV:Tiring > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Wounded MV:Tiring >
w
s
s
Najdeer the Highpriest bellows 'Vs xmJQz Is ]CXqK [`aM kndP U[mMo]V'
Najdeer the Highpriest bellows 'W_Vquan ^CX nurS zz O[wj'
The writhing grass hits your body.
No way! You're fighting for your life!

9
o HP:Wounded MV:Tiring - the writhing grass: Scratched >
No way! You're fighting for your life!

o HP:Wounded MV:Tiring - the writhing grass: Scratched > No way! You're fighting for your life!

o HP:Wounded MV:Tiring - the writhing grass: Scratched > [k human]
They aren't here.

f
s
o HP:Wounded MV:Tiring - the writhing grass: Scratched >
You blast the writhing grass's trunk into bloody fragments!
The writhing grass hits your right leg hard.

s
o HP:Battered MV:Tiring - the writhing grass: Hurt >
You panic and attempt to flee!

9
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: 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.
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

o HP:Battered MV:Tiring >
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A spotted horse wanders skittishly around here.

o HP:Battered MV:Tiring > [k human]
They aren't here.

o HP:Battered MV:Tiring >
e
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A baby lizard scampers about.
A spotted horse wanders skittishly around here.

o HP:Battered MV:Tiring >
alias q k dixon
Ok.

o HP:Battered MV:Tiring >
nar buff some?
0
You narrate 'buff some?'

o HP:Battered MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - The Yard Before the Monastery
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

o HP:Battered MV:Tiring >
0
9
[where ]
Players in your Zone
--------------------
Nazgrim - The Yard Before the Monastery
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

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

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

cb
o HP:Wounded MV:Tiring >
[change mood brave]
Mood changed to: Brave

o HP:Wounded MV:Tiring >
e
q
b
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A Shienaran forestscout is here, fighting Nazgrim.
A Shienaran forestscout is here, fighting Nazgrim.
Nazgrim the Trolloc is sitting here.
A raven is visible flying high in the sky.
*Dixon* is here, fighting Nazgrim, riding a warhorse.
A lynx creeps low to the ground, hunting for food.
A Shienaran forestscout is here, fighting Nazgrim.
Ragan is here, fighting Nazgrim.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Wounded MV:Tiring >
[k dixon]
You blast *Dixon*'s body.

* HP:Wounded MV:Tiring - Nazgrim: Wounded - Dixon: Beaten > [bash ]


*Dixon* shivers uncomfortably.

-=
+*
*
*Dixon* panics, and attempts to flee!

+
=
Ragan slashes Nazgrim's left foot hard.
A Shienaran forestscout joins Ragan's fight!
A Shienaran forestscout slashes Nazgrim's left leg hard.
A Shienaran forestscout slashes Nazgrim's body hard.

-
-
=
*Dixon* leaves north riding a warhorse.
They're not here anymore!

o HP:Wounded MV:Tiring >
Nazgrim narrates 'am'
o HP:Wounded MV:Tiring >
n
q
q
*Dixon* has arrived from the north, riding a warhorse.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

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

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

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

s
q
o HP:Wounded MV:Tiring >
b
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
*Dixon* is here, fighting Nazgrim, riding a warhorse.
A Shienaran forestscout is here, fighting Nazgrim.
A Shienaran forestscout is here, fighting Nazgrim.
Nazgrim the Trolloc is here, fighting a Shienaran forestscout.
A raven is visible flying high in the sky.
A lynx creeps low to the ground, hunting for food.
A Shienaran forestscout is here, fighting Nazgrim.
Ragan is here, fighting Nazgrim.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
Nazgrim panics, and attempts to flee!

* HP:Wounded MV:Tiring >
[k dixon]
You try to blast *Dixon*, but he parries successfully.

* HP:Wounded MV:Tiring - Nazgrim: Wounded - Dixon: Beaten > [bash ]


-=
+*

Nazgrim pierces a Shienaran forestscout's right arm hard.
A Shienaran forestscout barely slashes Nazgrim's right leg.
Ragan slashes Nazgrim's right leg.
A Shienaran forestscout slashes Nazgrim's left hand.
A Shienaran forestscout tries to slash Nazgrim, but he deflects the blow.
Nazgrim panics, and attempts to flee!

*
Nazgrim avoids being bashed by *Dixon* who loses his balance and falls!

+=
-
Nazgrim leaves north.

-=
Your bash at *Dixon* sends him sprawling!

* HP:Wounded MV:Tiring - Dixon: Beaten >
nar bashed
You narrate 'bashed'

lo
* HP:Wounded MV:Tiring - Dixon: Beaten >
You blast *Dixon*'s left arm very hard.
Ragan slashes your left leg extremely hard.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A Shienaran scout keeps a constant watch here.
*Dixon* is sitting here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A raven is visible flying high in the sky.
A lynx creeps low to the ground, hunting for food.
A Shienaran scout keeps a constant watch here.
Ragan is here, fighting YOU!
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Battered MV:Tiring - Dixon: Critical >

Nazgrim narrates 'ow'

* HP:Battered MV:Tiring - Dixon: Critical >
cw
f
q
q
[change mood wimpy]
Mood changed to: Wimpy

* HP:Battered MV:Tiring - Dixon: Critical >
You panic and attempt to flee!

q

Ragan slashes your body hard.

q
cb
You flee head over heels.
On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
[k dixon]
They aren't here.

q
q
o HP:Battered MV:Tiring >
[k dixon]
They aren't here.

o HP:Battered MV:Tiring > [k dixon]
They aren't here.

o HP:Battered MV:Tiring > [k dixon]
They aren't here.

e
q
o HP:Battered MV:Tiring > [change mood brave]
Mood changed to: Brave

o HP:Battered MV:Tiring >
[k dixon]
They aren't here.

o HP:Battered MV:Tiring > [k dixon]
They aren't here.

o HP:Battered MV:Tiring > Entering the Monastery
The remains of a dead monk are spread all across the floor in the entrance
of the monastery. The smell of death hangs in the air, mixing with the
smell of incense. Hooks stick out of the wall, for hanging weapons. Instead
of a weapon, someone or something has placed the cracked skull of another
monk on one of the hooks. To the west some steps are visible. To the east,
the monastery continues and the monks' sleeping chambers are situated in
the north.
[ obvious exits: N E S W ]

o HP:Battered MV:Tiring > [k dixon]
They aren't here.

o HP:Battered MV:Tiring >
w
w
q
On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
A snake is crawling through the water here.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.

o HP:Battered MV:Tiring >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A Shienaran scout keeps a constant watch here.
*Dixon* is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A raven is visible flying high in the sky.
A lynx creeps low to the ground, hunting for food.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Battered MV:Tiring >
*Dixon* slices your body.
[k dixon]
You do the best you can!

* HP:Battered MV:Tiring - Dixon: Critical >
cw
f

You try to blast *Dixon*, but he parries successfully.
A Shienaran forestscout joins Dixon's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
Ragan joins a Shienaran forestscout's fight!

q
* HP:Battered MV:Tiring - Dixon: Critical >
q
[change mood wimpy]
Mood changed to: Wimpy
Nazgrim has arrived from the north.

* HP:Battered MV:Tiring - Dixon: Critical > You panic and attempt to flee!
Nazgrim tries to pierce Ragan, but he parries successfully.

cb

You dodge a bash from *Dixon* who loses his balance and falls!

You flee head over heels.
Passing Some Tombstones
The wind and the rain have been hard on the small tombstones standing up
out of the ground. The names of the deceased monks are unreadable. The soil
around every tomb is hard and covered with dead grass. One can see a yard
to the north and the burial site stretches out to the south and east.
[ obvious exits: N E S ]
[k dixon]
They aren't here.

o HP:Battered MV:Tiring >
[k dixon]
They aren't here.

o HP:Battered MV:Tiring > [change mood brave]
Mood changed to: Brave

o HP:Battered MV:Tiring >
n
q
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
Nazgrim the Trolloc is here, fighting Ragan.
A Shienaran forestscout is here, fighting Nazgrim.
*Dixon* is standing here, riding a warhorse.
A Shienaran forestscout is here, fighting Nazgrim.
A raven is visible flying high in the sky.
A lynx creeps low to the ground, hunting for food.
A Shienaran forestscout is here, fighting Nazgrim.
Ragan is here, fighting Nazgrim.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

b
* HP:Battered MV:Tiring >
[k dixon]
You try to blast *Dixon*, but he deflects the blow.

* HP:Battered MV:Tiring - Dixon: Critical > [bash ]


-=
Nazgrim leaves east.

+
*
A Shienaran forestscout joins Dixon's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
Ragan joins a Shienaran forestscout's fight!
Ragan tickles your body with his slash.
A Shienaran forestscout barely slashes your body.
A Shienaran forestscout fails to slash you.
A Shienaran forestscout slashes your body.
*Dixon* slices your body.
Your heartbeat calms down more as you feel less panicked.
*Dixon* panics, and attempts to flee!

*+
*Dixon* leaves east riding a warhorse.

=-
-
=
*Dixon* has arrived from the east, riding a warhorse.
As *Dixon* avoids your bash, you topple over and fall to the ground!

* HP:Battered MV:Tiring - a Shienaran forestscout: Scratched >
cw
f

Ragan slashes your right leg extremely hard.
A Shienaran forestscout barely slashes your body.
A Shienaran forestscout barely slashes your body.
A Shienaran forestscout barely slashes your body.

* HP:Beaten MV:Tiring - a Shienaran forestscout: Scratched >

Nazgrim has arrived from the east.

* HP:Beaten MV:Tiring - a Shienaran forestscout: Scratched >
A black messenger pigeon flutters its wings.
A black messenger pigeon leaves east.
[change mood wimpy]
Mood changed to: Wimpy
Nazgrim leaves west.

* HP:Beaten MV:Tiring - a Shienaran forestscout: Scratched >
You panic and attempt to flee!


*Dixon* sends you sprawling with a powerful bash!
Nazgrim has arrived from the west.


*Dixon* barely slices your right foot.
Ragan slashes your body.
A Shienaran forestscout slashes your right leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!



Nazgrim tries to pierce *Dixon*, but he parries successfully.


You flee head over heels.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A young and strong buck is here, munching some grass.
A spotted horse wanders skittishly around here.

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

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

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

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

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

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

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

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

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

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

nar come 1w
o HP:Beaten MV:Tiring >
q
[k dixon]
They aren't here.

q
o HP:Beaten MV:Tiring >
You narrate 'come 1w'

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

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

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

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

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

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

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

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

0
o HP:Beaten MV:Tiring >
[k dixon]
They aren't here.

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

9
o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - Path Before the Gate
Nazgrim - The Yard Before the Monastery
You catch a faint scent of a horse nearby.

9
o HP:Beaten MV:Tiring > [k dixon]
They aren't here.

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

9
o HP:Beaten MV:Tiring >
[k human]
They aren't here.

9
9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

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

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

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

9
9
o HP:Beaten MV:Tiring > [exit ]
Obvious exits:
East - The Yard Before the Monastery
West - Path to the Old Monastery

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

sc
9
o HP:Beaten MV:Tiring >
9
[k human]
They aren't here.

o HP:Beaten MV:Tiring > You have 65(398) hit and 152(224) movement points.
You have scored 67624862 experience points and 272 quest points.
You need 875138 exp to level and 128 qp to rank.
You have amassed 195 Turn points to date.
You have played 22 days and 14 hours (real time).
This ranks you as Penetrator the Abhorrent Dogface [Ahf'frait 5] (Level 42).
You are standing.

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

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

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

o HP:Beaten MV:Tiring >
9
9
9
[k human]
They aren't here.

9
9
o HP:Beaten MV:Tiring >
9
[k human]
They aren't here.

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

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
0
o HP:Beaten MV:Tiring >
[k human]
They aren't here.

9
9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring >
[k human]
They aren't here.

o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

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

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

nar err 1e
o HP:Beaten MV:Tiring > [k human]
They aren't here.

0
9
o HP:Beaten MV:Tiring >
You narrate 'err 1e'

9
o HP:Beaten MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

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

o HP:Beaten MV:Tiring >
nar just chill
0
You narrate 'just chill'

9
9
0
o HP:Beaten MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

9
9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring >
[k human]
They aren't here.

9
o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

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

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

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

o HP:Beaten MV:Tiring >
nar telling when on
0
9
You narrate 'telling when on'

0
o HP:Beaten MV:Tiring >
9
[where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

9
9
o HP:Beaten MV:Tiring >
i
[k human]
They aren't here.

o HP:Beaten MV:Tiring > [k human]
They aren't here.
Nazgrim narrates '1 n now'

0
9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

o HP:Beaten MV:Tiring >
You are carrying:
a brown sack
a bubbling draught
an oilstone
a large slab of meat

o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - Walking Through the Orchard
Penetrator - Path Before the Gate
You catch a faint scent of a horse nearby.

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

o HP:Beaten MV:Tiring >
w
n
9
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A baby lizard scampers about.
A spotted horse wanders skittishly around here.

b
o HP:Beaten MV:Tiring >
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

o HP:Beaten MV:Tiring > [bash ]
Bash who?

o HP:Beaten MV:Tiring >
n
e
e
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: 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.

o HP:Beaten MV:Tiring >
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Beaten MV:Tiring > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.

o HP:Beaten MV:Tiring >
s
9
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

o HP:Beaten MV:Tiring >
scan s
Your eyesight is not so keen.

o HP:Beaten MV:Tiring >
0
9
A blighted deer leaves north.
[where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

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

o HP:Beaten MV:Tiring >
[exit ]
Obvious exits:
North - By the Apple Trees
East - A Potato Field
South - The Yard Before the Monastery

o HP:Beaten MV:Tiring >
0
9
9
[where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

0
9
o HP:Beaten MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring >
[where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring > [k human]
They aren't here.

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

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

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

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

nar rip?
o HP:Beaten MV:Tiring >
0
9
0
You narrate 'rip?'

9
o HP:Beaten MV:Tiring >
[where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

0
o HP:Beaten MV:Tiring > [k human]
They aren't here.

9
o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

o HP:Beaten MV:Tiring >
0
[k human]
They aren't here.
Nazgrim narrates 'i r crit'

9
o HP:Beaten MV:Tiring > *Dixon* has arrived from the south, riding a warhorse.
[where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

9
* HP:Beaten MV:Tiring > *Dixon* leaves north riding a warhorse.
[k human]
They aren't here.

o HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - Walking Through the Orchard
You catch a faint scent of a horse nearby.

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

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

o HP:Beaten MV:Tiring >
[bash ]
Bash who?

9
o HP:Beaten MV:Tiring >
9

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

* HP:Beaten MV:Tiring >
9
*Dixon* slices your body.
You wish that your wounds would stop BLEEDING so much!

[k human]
You do the best you can!

9
* HP:Beaten MV:Tiring - Dixon: Beaten > [k human]
You do the best you can!

* HP:Beaten MV:Tiring - Dixon: Beaten > [k human]
You do the best you can!

b
* HP:Beaten MV:Tiring - Dixon: Beaten > [k human]
You do the best you can!

* HP:Beaten MV:Tiring - Dixon: Beaten >
[bash ]


-
A watersnake leaves south.

=+
*
*+
=
*Dixon* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Tiring - Dixon: Beaten >
b

*Dixon* slices your right arm into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Dixon: Beaten >

*Dixon* slices your body.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Dixon: Beaten >
[bash ]


-=
+*
*
+
A blighted deer has arrived from the north.
Your heartbeat calms down more as you feel less panicked.

=
-
-=
You dodge a bash from *Dixon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

As *Dixon* avoids your bash, you topple over and fall to the ground!

* HP:Critical MV:Strong - Dixon: Beaten >
nar on 1n ragan bashed
cw
f
n
n
e
e
You narrate 'on 1n ragan bashed'

* HP:Critical MV:Strong - Dixon: Beaten >
[change mood wimpy]
Mood changed to: Wimpy

* HP:Critical MV:Strong - Dixon: Beaten > You panic and attempt to flee!


A black messenger pigeon has arrived from the south.

You flee head over heels.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a rat is lying here.
The corpse of a raven is lying here.
A snake is crawling through the water here.
A snake is crawling through the water here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A lynx creeps low to the ground, hunting for food.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A black messenger pigeon is here.
A sickly, skinny deer stands here in a daze.
*Dixon* is standing here, riding a warhorse.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* HP:Critical MV:Strong >
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Tiring > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Critical MV:Tiring > 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 ]

e
o HP:Critical MV:Tiring >
n
n

Penetrator
Posts: 76
Joined: Thu Sep 29, 2016 8:02 am

Re: REVENGE

Post by Penetrator » Sat Nov 26, 2016 2:36 pm

The Blight
The green of the forest to the south is almost invisible from here. 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. 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 ]

o HP:Critical MV:Tiring >
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
The corpse of Penetrator is lying here.

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

9
o HP:Critical MV:Tiring >
e
[k human]
They aren't here.

9
o HP:Critical 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 tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]

n
9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

o HP:Critical MV:Tiring > The Blight
The ground is slightly depressed here, and the rotting forest seems to
suddenly spring up around you. Several exceptionally large trees grow here,
barks broken with thick black sap oozing out. The forest seems rife with
movement. The gaps through the trees provide good views of the blight.
[ obvious exits: S ]
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 HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

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

0
9
9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

sc
o HP:Critical MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > You have 37(398) hit and 154(224) movement points.
You have scored 67623655 experience points and 272 quest points.
You need 876345 exp to level and 128 qp to rank.
You have amassed 195 Turn points to date.
You have played 22 days and 14 hours (real time).
This ranks you as Penetrator the Abhorrent Dogface [Ahf'frait 5] (Level 42).
You are standing.

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

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

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

s
o HP:Critical 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 tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]

o HP:Critical MV:Tiring > The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is sweet and damp,
and you struggle to avoid gagging. The sudden snap of a broken branch can
often be heard, and you struggle vainly to see the origins of these
unnerving sounds. 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 ]

o HP:Critical MV:Tiring > 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 ]
A small stick is lying on the ground here.

o HP:Critical MV:Tiring >
w
0
9
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.

o HP:Critical MV:Tiring >
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
Nazgrim - The Blight
You catch a faint scent of a horse nearby.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

09
o HP:Critical MV:Tiring >
9
9
[k human]
They aren't here.

o HP:Critical MV:Tiring >
9
Arglebargle, glop-glyf!?!

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

0
o HP:Critical MV:Tiring > [k human]
They aren't here.
Nazgrim narrates 'orch ent'

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

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

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

o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - The Blight
Nazgrim - The Blight
You catch a faint scent of a horse nearby.

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

9
b
o HP:Critical MV:Tiring >
[k human]
They aren't here.

o HP:Critical 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 ]

o HP:Critical MV:Tiring > 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 ]

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

o HP:Critical MV:Tiring > [bash ]
Bash who?

o HP:Critical MV:Tiring >
n
9
b
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 ]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
Nazgrim the Trolloc is sitting here.
*Dixon* is here, fighting Nazgrim, riding a warhorse.

* HP:Critical MV:Tiring >
[k human]
You blast *Dixon*'s body hard.

* HP:Critical MV:Tiring - Nazgrim: Critical - Dixon: Beaten > You try to blast
*Dixon*, but he parries successfully.
*Dixon* slices Nazgrim's body hard.
[bash ]


-=
+
*Dixon* panics, and attempts to flee!

*

*Dixon* leaves north riding a warhorse.

*
*Dixon* has arrived from the north, riding a warhorse.
Nazgrim panics, and attempts to flee!
Nazgrim leaves north.

+
=
-
-=
Your bash at *Dixon* sends him sprawling!

* HP:Critical MV:Tiring - Dixon: Beaten >
cp
9
9
[change mood berserk]
Mood changed to: Berserk

* HP:Critical MV:Tiring - Dixon: Beaten >
[k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Beaten > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Beaten >
nar bashed
0
9
You narrate 'bashed'

0
9
* HP:Critical MV:Tiring - Dixon: Beaten >
You blast *Dixon*'s body hard.
*Dixon* panics, and attempts to flee!
[where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > [where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

9
* HP:Critical MV:Tiring - Dixon: Critical >
[k human]
You do the best you can!

9
* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

9
9
* HP:Critical MV:Tiring - Dixon: Critical >
You blast *Dixon*'s body very hard.
*Dixon* panics, and attempts to flee!
[k human]
You do the best you can!

9
* HP:Critical MV:Tiring - Dixon: Critical >
9
[k human]
You do the best you can!

9
* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > *Dixon* leaves east riding a warhorse.
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > A shrill piercing scream reverberates through the area.
[k human]
They aren't here.

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring >
[k human]
They aren't here.
Nazgrim has arrived from the north.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

9
9
o HP:Critical MV:Tiring > 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 ]

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

9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

0
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - The Blight
Nazgrim - The Blight
You catch a faint scent of a horse nearby.

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

9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

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

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

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

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

nar hes c rit
0
o HP:Critical MV:Tiring >

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

9
* HP:Critical MV:Tiring >
0
*Dixon* slices your left foot.
You wish that your wounds would stop BLEEDING so much!

You narrate 'hes c rit'

9
* HP:Critical MV:Tiring - Dixon: Critical > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

b
* HP:Critical MV:Tiring - Dixon: Critical > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

* HP:Critical MV:Tiring - Dixon: Critical >
[k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > [bash ]


-=
+*
*+
=-
-
You dodge a bash from *Dixon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


=
Your bash at *Dixon* sends him sprawling!
*Dixon* panics, and attempts to flee!

* HP:Critical MV:Tiring - Dixon: Critical >
Nazgrim narrates 'me too :P'

* HP:Critical MV:Tiring - Dixon: Critical >
nar orch ent bashed

You blast *Dixon*'s body hard.

9
* HP:Critical MV:Tiring - Dixon: Critical >
9
9
You try to blast *Dixon*, but he parries successfully.
You narrate 'orch ent bashed'

9
* HP:Critical MV:Tiring - Dixon: Critical >
9
[k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

9
9
* HP:Critical MV:Tiring - Dixon: Critical >
9
[k human]
You do the best you can!

9
* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

9
9
* HP:Critical MV:Tiring - Dixon: Critical >
9
[k human]
You do the best you can!

* HP:Critical MV:Tiring - Dixon: Critical > *Dixon* leaves east riding a warhorse.
[k human]
They aren't here.

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

9
9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

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

9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
9
o HP:Critical MV:Tiring > [k human]
They aren't here.

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

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

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

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

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

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

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

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

o HP:Critical MV:Tiring >
nar come ent and spam
0
0
You narrate 'come ent and spam'

o HP:Critical MV:Tiring >
9
A shrill piercing scream reverberates through the area.
[where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

9
o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

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

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

9
9
o HP:Critical MV:Tiring >
9
[k human]
They aren't here.

0
9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - The Blight
You catch a faint scent of a horse nearby.

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

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

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

o HP:Critical MV:Tiring > You beckon everyone to follow you.

o HP:Critical MV:Tiring >
group all
0
9
9
0
9
o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

0
o HP:Critical MV:Tiring >
[k human]
They aren't here.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

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

9
o HP:Critical MV:Tiring >
[where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

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

o HP:Critical MV:Tiring > You have 42(398) hit and 136(224) movement points.
You have scored 67625279 experience points and 272 quest points.
You need 874721 exp to level and 128 qp to rank.
You have amassed 195 Turn points to date.
You have played 22 days and 14 hours (real time).
This ranks you as Penetrator the Abhorrent Dogface [Ahf'frait 5] (Level 42).
You are standing.

9
o HP:Critical MV:Tiring > [k human]
They aren't here.

9
9
o HP:Critical MV:Tiring >
[k human]
They aren't here.

o HP:Critical MV:Tiring >
*Dixon* has arrived from the south, riding a warhorse.
[k human]
You try to blast *Dixon*, but he parries successfully.

0
* HP:Critical MV:Tiring - Dixon: Critical > [k human]
You do the best you can!

9
9
* HP:Critical MV:Tiring - Dixon: Critical >
[where ]
Players in your Zone
--------------------
Nazgrim - The Blight
Penetrator - The Blight
You catch a faint scent of a horse nearby.

b
* HP:Critical MV:Tiring - Dixon: Critical >
[k human]
You do the best you can!
Nazgrim starts following you.

* HP:Critical MV:Tiring - Dixon: Critical > *Dixon* panics, and attempts to flee!
[k human]
You do the best you can!
Nazgrim tries to pierce *Dixon*, but he deflects the blow.

* HP:Critical MV:Tiring - Dixon: Critical > [bash ]

-
=+
*

A shrill piercing scream reverberates through the area.
Nazgrim tries to pierce *Dixon*, but he parries successfully.
The sun rises.
Your heartbeat calms down more as you feel less panicked.

*
+
*Dixon* leaves north riding a warhorse.

=
group all
nb
-
9
-Cancelled.
Nazgrim is now a member of your group.

* HP:Critical MV:Strong > Arglebargle, glop-glyf!?!

9
b
* HP:Critical MV:Strong >
[k human]
They aren't here.

* HP:Critical MV:Strong >
[k human]
They aren't here.

* HP:Critical MV:Strong >
n
[bash ]
Bash who?

9
* HP:Critical MV:Strong >
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 ]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
Nazgrim has arrived from the south.

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

* HP:Critical MV:Tiring >
e
n
9
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
Nazgrim has arrived from the west.

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

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

* HP:Critical MV:Tiring >
w
*Dixon* has arrived from the south, riding a warhorse.
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 ]
A leather helmet has been dropped here.
A shirt of thin linked mail lies here.
A pair of hard leather half-gauntlets is on the ground here.
A war axe has been left on the ground here.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
Nazgrim has arrived from the east.

* HP:Critical MV:Tiring >
tm
9
[track mount]


*Dixon* has arrived from the east, riding a warhorse.
Nazgrim tries to pierce *Dixon*, but he parries successfully.

s
9
-
Cancelled.
[k human]
You blast *Dixon*'s body hard.
*Dixon* panics, and attempts to flee!

* HP:Critical MV:Tiring - Nazgrim: Beaten - Dixon: Critical > No way! You're fighting for your
life!

* HP:Critical MV:Tiring - Nazgrim: Beaten - Dixon: Critical > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Nazgrim: Beaten - Dixon: Critical >
9
9

You barely blast *Dixon*'s head.
*Dixon* panics, and attempts to flee!
*Dixon* leaves north riding a warhorse.

9
* HP:Critical MV:Tiring >
[k human]
They aren't here.

9
* HP:Critical MV:Tiring > [k human]
They aren't here.

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

n
n
* HP:Critical MV:Tiring >
9
n
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
[k human]
They aren't here.

* HP:Critical MV:Tiring >
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 ]
*Dixon* is here, fighting an Ahf'frait trolloc, riding a warhorse.
An Ahf'frait trolloc is here, fighting Dixon.
Nazgrim has arrived from the south.
Nazgrim tries to pierce *Dixon*, but he deflects the blow.

* HP:Critical MV:Tiring > 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 ]
The blight bear stands on its haunches, roaring madly.

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

* HP:Critical MV:Tiring > 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 ]
A trolloc is here commanding a fist of troops.
A small stick is lying on the ground here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

s
* HP:Critical MV:Tiring >
9
b
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 ]
The blight bear stands on its haunches, roaring madly.

s
9
* HP:Critical MV:Tiring >
[k human]
They aren't here.

b
* HP:Critical MV:Tiring > [bash ]
Bash who?

* HP:Critical MV:Tiring >
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 ]
Nazgrim the Trolloc is here, fighting Dixon.
*Dixon* is here, fighting an Ahf'frait trolloc, riding a warhorse.
An Ahf'frait trolloc is here, fighting Dixon.

* HP:Critical MV:Tiring >
[k human]
You try to blast *Dixon*, but he parries successfully.

* HP:Critical MV:Tiring - an Ahf'frait trolloc: Healthy - Dixon: Critical >
[bash ]


-
*Dixon* leaves north riding a warhorse.

=
+*
n
n
d
9
*
Cancelled.
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 ]
The blight bear stands on its haunches, roaring madly.
Nazgrim has arrived from the south.

* HP:Critical MV:Tiring > 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 ]
A trolloc is here commanding a fist of troops.
A small stick is lying on the ground here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Nazgrim has arrived from the south.

* HP:Critical MV:Tiring > 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 ]
A huge darkhound is here, drooling and snarling.
An enormous blight worm towers above you, making an eerie shrill scream.
You smell something remniscent of death as you enter this place.
Nazgrim has arrived from above.

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

cb
cb
* HP:Critical MV:Tiring >
[change mood brave]
You try to calm down, but can't.

w
w
* HP:Critical MV:Tiring >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

* HP:Critical MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 119 hit points.

n
* HP:Critical MV:Tiring > Deep in the Valley
The air lies heavy and still in this valley. Parched grass lies limp on
the dry ground. The sparse trees are surrounded by their own dead leaves
at their roots. No new sprouts push up from the ground, and it is
unlikely that there will be new growth here soon.
[ obvious exits: N E ]
An enormous blight worm towers above you, making an eerie shrill scream.
Nazgrim has arrived from the east.

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

* HP:Critical MV:Tiring > * HP:Critical MV:Tiring >
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
Nazgrim has arrived from the south.

* HP:Critical MV:Tiring > In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
Nazgrim has arrived from the east.

0
* HP:Critical MV:Tiring >
Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
Nazgrim has arrived from below.

* HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Nazgrim - Above the Valley
Penetrator - Above the Valley
You catch a faint scent of a horse nearby.

* HP:Critical MV:Tiring >
n
w
w
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
Nazgrim has arrived from the south.

w
w
* HP:Critical MV:Tiring >
The Blackened Glade
From atop this small hill, the open glade sweeps before you to the north
and west. The blackened grass is wilted from the weight of its noxious,
oily discharge. Small flowers wilt in surrender to the oily plague.
[ obvious exits: N E W ]
A giant scorpion curls its jointed tail in preparation to attack.
Nazgrim has arrived from the east.

w
* HP:Critical MV:Tiring >
The Blackened Glade
Here the open expanse of the decaying grassland ends at a huge mound
to the south. The mound is larger than typical mounds which serve as homes
for the ogier. There is an arched doorway framed in chiseled stone leading
into the mound, a weathered sign hangs above the door.
[ obvious exits: N E S W ]
Nazgrim has arrived from the east.

* HP:Critical MV:Tiring > Near the Glade
The ruination of the forest is evident here in the yellowed sap that flows
like puss from gaping black wounds in the tree trunks. Contaminated
soil yields no greenery, the remaining ground cover has become mottled
with diseased flecks of black and red.
[ obvious exits: N E ]
Nazgrim has arrived from the east.

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

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

n
* HP:Critical MV:Tiring >

*Dixon* has arrived from the east, riding a warhorse.
Nazgrim pierces *Dixon*'s head.
*Dixon* panics, and attempts to flee!

w
w
* HP:Critical MV:Tiring >
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]

s
* HP:Critical MV:Tiring > Twist in the Forgotten Trail
Obscured by layer upon layer of needles and blackened dead leaves,
what you can see of the trail beneath is a dry soil of sickly gray. The trail
continues to the west and south and an opening into the woods can be
seen to the east.
[ obvious exits: E S W ]

* HP:Critical MV:Tiring > Bend in the Forgotten Trail
The barren ground gives way here to a solitary sycamore tree. Stunted and
diseased, the sycamore bears no leaves and its branches wilt forlornly to the
ground. The trail continues to the north and east.
[ obvious exits: N E ]

9
* HP:Critical MV:Tiring >
Alas, you cannot go that way...

e
* HP:Critical MV:Tiring >
9
[k human]
They aren't here.

9
* HP:Critical MV:Tiring > Twist in the Forgotten Trail
Obscured by layer upon layer of needles and blackened dead leaves,
what you can see of the trail beneath is a dry soil of sickly gray. The trail
continues to the west and south and an opening into the woods can be
seen to the east.
[ obvious exits: E S W ]

e
9
* HP:Critical MV:Tiring >
[k human]
They aren't here.

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

q
* HP:Critical MV:Tiring > Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]

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

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

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

s
* HP:Critical MV:Tiring >
q
Near the Glade
The ruination of the forest is evident here in the yellowed sap that flows
like puss from gaping black wounds in the tree trunks. Contaminated
soil yields no greenery, the remaining ground cover has become mottled
with diseased flecks of black and red.
[ obvious exits: N E ]
*Dixon* is here, fighting Nazgrim, riding a warhorse.
Nazgrim the Trolloc is here, fighting Dixon.

* HP:Critical MV:Tiring >
[k dixon]
You blast *Dixon*'s left arm hard.

* HP:Critical MV:Tiring - Nazgrim: Beaten - Dixon: Critical >
cp
q
You blast *Dixon*'s body hard.
*Dixon* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Dixon*'s death cry.

Penetrator
Posts: 76
Joined: Thu Sep 29, 2016 8:02 am

Re: REVENGE

Post by Penetrator » Sat Nov 26, 2016 2:38 pm

I was Saddened by my unlucky encounter with CHANNELERS

But I prevailed

oh if it doenst show in the logq

You are using:
<worn on head> a full metal helmet and visor
<worn on body> a shining steel breastplate
<wielded two-handed> a bronze headed war axe
<worn on feet> a pair of thick metal boots

Dixon
Posts: 318
Joined: Mon Sep 07, 2015 2:50 pm
Location: Michigan

Re: REVENGE

Post by Dixon » Sat Nov 26, 2016 2:42 pm

Not sure how its revenge when I wasnt there to begin with? Also next time I wont let you take me to batt before I try to fight you at mobs and stuff :P was fun tho. Was so flee lagged and have a huge headache wasnt really paying attention to where I was most the time. Pity neither of you died at ragan :P

Penetrator
Posts: 76
Joined: Thu Sep 29, 2016 8:02 am

Re: REVENGE

Post by Penetrator » Sat Nov 26, 2016 3:02 pm

Revenge

But

not against you

you were collateral damage

and

shouldve died ragan at least 2x

Post Reply