Lucky end to PK

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Landon
Posts: 226
Joined: Wed Feb 18, 2015 2:27 pm

Lucky end to PK

Post by Landon » Fri Dec 16, 2016 4:29 am

Found Turg in FD, then got low camp after Bollix showed up. Attack had torn me up, so went dusty serges to rest some. Definitely had a bit of luck there.

* R HP:Battered MV:Winded > nar chiling 4n burnt atm
dia h.dark
You narrate 'chiling 4n burnt atm'

* R HP:Battered MV:Winded > No-one by that name here.

* R HP:Battered MV:Winded >
*Turg* smites your left arm hard.

dia h.dark
* R HP:Battered MV:Winded - Turg: Beaten > Turg looks pretty hurt.

* R HP:Battered MV:Winded - Turg: Beaten >
You scythe *Turg*'s body.
A sergeant joins your fight!
*Turg* smites your body.

st
* R HP:Beaten MV:Winded - Turg: Beaten > Do you not consider fighting as standing?

* R HP:Beaten MV:Winded - Turg: Beaten > b
*Turg* panics, and attempts to flee!
[bash ]


Riown narrates 'gonna look around'

*
*Turg* panics, and attempts to flee!

+
A sergeant tickles Turg's left leg with his blast.
*Turg* smites your right leg hard.

-
*Turg* panics, and attempts to flee! <--tough luck failed flees.

=
Your bash at *Turg* sends him sprawling!

* R HP:Beaten MV:Winded - Turg: Beaten > cb
[change mood brave]
Mood changed to: Brave

* R HP:Beaten MV:Winded - Turg: Beaten >
A sergeant blasts Turg's body.
You scythe *Turg*'s body hard.

* R HP:Beaten MV:Winded - Turg: Beaten > change posture offensive
Posture changed to: Offensive

* R HP:Beaten MV:Winded - Turg: Beaten >
*Turg* leaves south.

* R HP:Beaten MV:Winded > s
kill dark
Branch in Hidden Path
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Turg* is standing here.

b
* R HP:Beaten MV:Winded > *Turg* smites your body.
You do the best you can!

You assume Stones Falling from the Cliff, scything *Turg*'s right leg.
*Turg* smites your head.
A sergeant has arrived from the north.
[bash ]

+
*Turg* panics, and attempts to flee!

=
*Turg* panics, and attempts to flee!


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

* R HP:Beaten MV:Winded >
*Turg* leaves north.

* R HP:Beaten MV:Winded > st

A sergeant leaves north.

* R HP:Beaten MV:Winded > kill dark
kill dark
kill dark
kill dark
kill dark
You stand up.

kill dark
* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > n
They aren't here.

* R HP:Beaten MV:Winded > They aren't here.

kill dark
* R HP:Beaten MV:Winded > n
They aren't here.

* R HP:Beaten MV:Winded > kill dark
They aren't here.

* R HP:Beaten MV:Winded > Hidden Path
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sergeant is here, fighting Turg.
*Turg* is here, fighting a sergeant. <---more bad luck, considering how many commands I made 1s.

* R HP:Beaten MV:Winded > You scythe *Turg*'s left arm very hard.

* R HP:Beaten MV:Winded - a sergeant: Healthy - Turg: Critical > *Turg* panics, and attempts to flee!
No way! You're fighting for your life!

* R HP:Beaten MV:Winded - a sergeant: Healthy - Turg: Critical > You do the best you can!

* R HP:Beaten MV:Winded - a sergeant: Healthy - Turg: Critical >
You scythe *Turg*'s right hand hard.
*Turg* smites a sergeant's left leg very hard.
A sergeant barely blasts Turg's body.

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > change mood berserk
kill dark
Mood changed to: Berserk

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > kill dark
*Turg* panics, and attempts to flee!
You do the best you can!

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > You do the best you can!

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > kill dark
You do the best you can!

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > kill dark
You do the best you can!

kill dark
* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical > You do the best you can!

* R HP:Beaten MV:Winded - a sergeant: Scratched - Turg: Critical >
You scythe *Turg*'s body hard.
*Turg* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Turg*'s death cry.

kill dark
* R HP:Beaten MV:Winded > kill dark
They aren't here.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > nar rip turg
cw
cw
cw
cw
You narrate 'rip turg'

* R HP:Beaten MV:Winded > [change mood wimpy]
You try to calm down, but can't.

* R HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Winded > change wimpy 35
You will now flee if you go below 35 hit points.

rp
* R HP:Beaten MV:Winded > [rem sword]
You stop using an ivory hilted greatsword.

draw
* R HP:Beaten MV:Winded > You try to quietly draw a dagger of gleaming steel from a gator skin bracer.

scalp 1.corpse
* R HP:Beaten MV:Winded > sh
You lean over and sever the bloody head from the corpse of Turg.

wp
* R HP:Beaten MV:Winded > [sheath ]
You swing a dagger of gleaming steel smoothly, Folding the Fan.

* R HP:Beaten MV:Winded > [wield sword]
You wield an ivory hilted greatsword with both hands.

* R HP:Beaten MV:Winded > kill dark
statl
They aren't here.

* R HP:Beaten MV:Winded > Arglebargle, glop-glyf!?!

* R HP:Beaten MV:Winded > look in 1.corpse
kill dark
corpse (here) :
a skin of human flesh
a pair of thick metal boots (used)
a pair of ebony-steel plate greaves
a great claymore
[2] a gator skin bracer
a pair of heavy metal gauntlets
a pair of ebony-steel plate vambraces
a backpack
a shadowed cloak adorned with red serpentine scales
a burnished metal breastplate
a full metal helmet and visor

* R HP:Beaten MV:Winded > stat
They aren't here.

* R HP:Beaten MV:Winded > You are a 168 year old male human warrior.
Your height is 5 feet, 9 inches, and you weigh 175.0 lbs.
You are carrying 0.1 lbs and wearing 79.8 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:12 Dex:16 Con:19.
Offensive bonus: 173, Dodging bonus: 8, Parrying Bonus: 1, Defense: 9
Your mood is: Wimpy. You will flee below: 35 Hit Points
Your posture is: Offensive.
You are wanted by: Seanchan Empire
Your armor absorbs about 84% on average.

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

* R HP:Beaten MV:Winded > kill dark
They aren't here.

* R HP:Beaten MV:Winded > cb
[change mood brave]
Mood changed to: Brave

stat
* R HP:Beaten MV:Winded > kill dark
You are a 168 year old male human warrior.
Your height is 5 feet, 9 inches, and you weigh 175.0 lbs.
You are carrying 0.1 lbs and wearing 79.8 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:12 Dex:16 Con:19.
Offensive bonus: 197, Dodging bonus: 8, Parrying Bonus: 1, Defense: 9
Your mood is: Brave. You will flee below: 35 Hit Points
Your posture is: Offensive.
You are wanted by: Seanchan Empire
Your armor absorbs about 84% on average.

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

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > in
kill dark
You are carrying:
the severed head of Turg the Trolloc slain in Shienar

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > put all pack
kill dark
You put the severed head of Turg the Trolloc slain in Shienar in a backpack.

* R HP:Beaten MV:Winded > kill h.dark
They aren't here.

* R HP:Beaten MV:Winded > kill dark
They aren't here.

* R HP:Beaten MV:Winded > get all 1.corpse
You scythe *Bollix*'s left hand very hard.

* R HP:Beaten MV:Winded - Bollix: Hurt > drop all
You get a skin of human flesh from the corpse of Turg.
You get a pair of thick metal boots from the corpse of Turg.
You get a pair of ebony-steel plate greaves from the corpse of Turg.
You get a great claymore from the corpse of Turg.
You get a gator skin bracer from the corpse of Turg.
You get a gator skin bracer from the corpse of Turg.
You get a pair of heavy metal gauntlets from the corpse of Turg.
You get a pair of ebony-steel plate vambraces from the corpse of Turg.
You get a backpack from the corpse of Turg.
You get a shadowed cloak adorned with red serpentine scales from the corpse of Turg.
You get a burnished metal breastplate from the corpse of Turg.
You get a full metal helmet and visor from the corpse of Turg.

* R HP:Beaten MV:Winded - Bollix: Hurt > You drop a full metal helmet and visor.
You drop a burnished metal breastplate.
You drop a shadowed cloak adorned with red serpentine scales.
You drop a backpack.
You drop a pair of ebony-steel plate vambraces.
You drop a pair of heavy metal gauntlets.
You drop a gator skin bracer.
You drop a gator skin bracer.
You drop a great claymore.
You drop a pair of ebony-steel plate greaves.
You drop a pair of thick metal boots.
You drop a skin of human flesh.

* R HP:Beaten MV:Winded - Bollix: Hurt > cb

*Bollix* sighs loudly.

* R HP:Beaten MV:Winded - Bollix: Hurt > b
[change mood brave]
Mood changed to: Brave

[bash ] ed - Bollix: Hurt >


*Bollix* panics, and attempts to flee!

*
*Bollix* leaves north.
*Bollix* has arrived from the north.

-
A sergeant bellows 'Argh! The foul beast Bollix has been spotted!'
A sergeant tries to blast Bollix, but he deflects the blow.

=
Your bash at *Bollix* sends him sprawling! <---Yolo roll.

* R HP:Beaten MV:Winded - a sergeant: Scratched - Bollix: Hurt >
You scythe *Bollix*'s body extremely hard.
A sergeant tries to blast Bollix, but he parries successfully.

* R HP:Beaten MV:Winded - a sergeant: Scratched - Bollix: Hurt > change mood berserk
Mood changed to: Berserk

* R HP:Beaten MV:Winded - a sergeant: Scratched - Bollix: Hurt > TICK IN 5 SECONDS.

You scythe *Bollix*'s body very hard.
A sergeant blasts Bollix's body very hard.

* R HP:Beaten MV:Winded - a sergeant: Scratched - Bollix: Wounded > b
[bash ]
They already seem to be stunned.

* R HP:Beaten MV:Winded - a sergeant: Scratched - Bollix: Wounded > b

You flow effortlessly into The Kingfisher Takes a Silverback, scything *Bollix*'s body very hard.
*Bollix* pierces a sergeant's body hard.
A sergeant blasts Bollix's body hard.
*Bollix* panics, and attempts to flee!

[bash ] ed - a sergeant: Hurt - Bollix: Wounded >

*
*Bollix* leaves north.

kill dark
kill dark
Cancelled.
They aren't here.

* R HP:Beaten MV:Winded > n
A sergeant bellows 'Argh! The foul beast Bollix has been spotted!'
They aren't here.

kill dark
* R HP:Beaten MV:Tiring > Entrance to Clearing
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.
*Bollix* is here, fighting a sergeant.
A sergeant is here, fighting Bollix.

* R HP:Beaten MV:Tiring > You flow effortlessly into The Wood Grouse Dances, scything *Bollix*'s right leg.

* R HP:Beaten MV:Tiring - a sergeant: Healthy - Bollix: Wounded > b
*Bollix* panics, and attempts to flee!
[bash ]

+
*Bollix* leaves south.

*open fence
kill dark
Cancelled.
I see no fence here.

* R HP:Beaten MV:Tiring > s
s
They aren't here.

s
* R HP:Beaten MV:Tiring > Hidden Path
[ obvious exits: N S ]
A water skin made from dried human flesh lies here.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A long, heavy sword lies on the ground here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here. [2]
A heavy pair of full metal gauntlets is here.
A pair of black vambraces lies here, gleaming brightly
A thick, leather backpack lies abandoned here.
A dark cloak adorned with red scales lies here.
A burnished metal breastplate lies here.
A metal helmet with attached visor rests here.
The corpse of Turg is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten MV:Tiring > kill dark
Branch in Hidden Path
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten MV:Tiring > Hidden Path
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Tiring > They aren't here.

* R HP:Beaten MV:Tiring > cw
cw
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Tiring > cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Tiring > change wimpy 35
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Beaten MV:Tiring > cb
s
You will now flee if you go below 35 hit points.

* R HP:Beaten MV:Tiring > s
[change mood brave]
Mood changed to: Brave

s
* R HP:Beaten MV:Tiring > Hidden Path
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gray palfrey prances skittishly nearby.

kill dark
* R HP:Beaten MV:Tiring > Burnt Wagons
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is visible flying high in the sky.

kill h.dark
* R HP:Beaten MV:Tiring > Alas, you cannot go that way...

* R HP:Beaten MV:Tiring > They aren't here.

* R HP:Beaten MV:Tiring > They aren't here.

* R HP:Beaten MV:Tiring > track trolloc

A raven starts following you.

+
Some obvious recent bloody traces of a Trolloc leaving north.
Some obvious fresh tracks of Bollix leaving north.
Some clear fairly recent tracks of Turg leaving west.
Some almost day-old tracks of Turg leaving west.
Some faint three day-old tracks of Byrg leaving east.
Some extremely faint week-old tracks of Xorzir leaving north.
Some extremely faint week-old tracks of Byrg leaving north.

* R HP:Beaten MV:Tiring > kill h.dark
They aren't here.

* R HP:Beaten MV:Tiring > n
Hidden Path
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gray palfrey prances skittishly nearby.
A raven has arrived from the south.

* R HP:Beaten MV:Tiring > n
Hidden Path
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > kill h.dark
They aren't here.

* R HP:Beaten MV:Winded > n
n
Branch in Hidden Path
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > Hidden Path
[ obvious exits: N S ]
A water skin made from dried human flesh lies here.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A long, heavy sword lies on the ground here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here. [2]
A heavy pair of full metal gauntlets is here.
A pair of black vambraces lies here, gleaming brightly
A thick, leather backpack lies abandoned here.
A dark cloak adorned with red scales lies here.
A burnished metal breastplate lies here.
A metal helmet with attached visor rests here.
The corpse of Turg is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > n

Adael narrates 'hrm, dont need another then?'

* R HP:Beaten MV:Winded > kill h.dark
Entrance to Clearing
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A Shienaran scout blends into the surroundings here.
A Shienaran sergeant watches for the enemy here.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded >
Bollix bellows '^yqpf fFYfzkfjj'

* R HP:Beaten MV:Winded > n
kill h.dark
Before the Tower
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Bollix* is standing here.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > You try to scythe *Bollix*, but he parries successfully.

* R HP:Beaten MV:Winded - Bollix: Wounded > b
[bash ]

+
*Bollix* panics, and attempts to flee!

-
*Bollix* leaves south.

-kill h.dark
s
Cancelled.
A sergeant bellows 'Argh! The foul beast Bollix has been spotted!'
A sergeant bellows 'Argh! The foul beast Bollix has been spotted!'
They aren't here.

* R HP:Beaten MV:Winded > s
kill h.dark
Entrance to Clearing
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.
You sense a hidden life form in the area...
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A raven has arrived from the north.

* R HP:Beaten MV:Winded > Hidden Path
[ obvious exits: N S ]
A water skin made from dried human flesh lies here.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A long, heavy sword lies on the ground here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here. [2]
A heavy pair of full metal gauntlets is here.
A pair of black vambraces lies here, gleaming brightly
A thick, leather backpack lies abandoned here.
A dark cloak adorned with red scales lies here.
A burnished metal breastplate lies here.
A metal helmet with attached visor rests here.
The corpse of Turg is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the north.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > n
kill h.dark
Entrance to Clearing
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > b
They aren't here.

* R HP:Beaten MV:Winded > [bash ]
Bash who?

* R HP:Beaten MV:Winded > s
kill h.dark
Hidden Path
[ obvious exits: N S ]
A water skin made from dried human flesh lies here.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A long, heavy sword lies on the ground here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here. [2]
A heavy pair of full metal gauntlets is here.
A pair of black vambraces lies here, gleaming brightly
A thick, leather backpack lies abandoned here.
A dark cloak adorned with red scales lies here.
A burnished metal breastplate lies here.
A metal helmet with attached visor rests here.
The corpse of Turg is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the north.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > s
kill h.dark
Branch in Hidden Path
[ obvious exits: N E S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.

* R HP:Beaten MV:Winded > They aren't here.

* R HP:Beaten MV:Winded > track trolloc
+
Some obvious fresh bloody traces of a Trolloc leaving north.
Some obvious recent bloody traces of a Trolloc leaving east.
Some obvious fresh tracks of Bollix leaving north.
Some extremely faint week-old tracks of Xorzir leaving north.
Some extremely faint week-old tracks of Byrg leaving east.

* R HP:Beaten MV:Winded > kill dark
kill dark
They aren't here.

* R HP:Battered MV:Winded > They aren't here.

* R HP:Battered MV:Winded > nar sec
kill dark
You narrate 'sec'

* R HP:Battered MV:Winded > kill dark
They aren't here.

* R HP:Battered MV:Winded > They aren't here.

* R HP:Battered MV:Winded > kill dark
kill dark
They aren't here.

* R HP:Battered MV:Winded > They aren't here.

* R HP:Battered MV:Winded > n
n
Hidden Path
[ obvious exits: N S ]
A water skin made from dried human flesh lies here.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A long, heavy sword lies on the ground here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here. [2]
A heavy pair of full metal gauntlets is here.
A pair of black vambraces lies here, gleaming brightly
A thick, leather backpack lies abandoned here.
A dark cloak adorned with red scales lies here.
A burnished metal breastplate lies here.
A metal helmet with attached visor rests here.
The corpse of Turg is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.

* R HP:Battered MV:Winded > Entrance to Clearing
[ obvious exits: N S ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A raven has arrived from the south.

kill h.dark
* R HP:Battered MV:Winded > They aren't here.

* R HP:Battered MV:Winded > kill dark
n
They aren't here.

* R HP:Battered MV:Winded > kill dark
Before the Tower
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
*Bollix* clumsily approaches you with a curved clear dagger, but you fend off the attack. <---Hadn't seen an ambush in awhile.
A raven has arrived from the south.

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

* R HP:Battered MV:Winded - Bollix: Wounded > fence is now set as door 1.

You try to scythe *Bollix*, but he parries successfully.

* R HP:Battered MV:Winded - Bollix: Wounded > ponde
You ponder life, the universe, and everything.

* R HP:Battered MV:Winded - Bollix: Wounded > change mood berserk
b
Merida chats 'So willem and I are level 5... should we stick with the leatherleaf trees for now?'
Mood changed to: Berserk

You try to scythe *Bollix*, but he deflects the blow.
[bash ]

=
Your bash at *Bollix* sends him sprawling!

* R HP:Battered MV:Winded - Bollix: Wounded >
You scythe *Bollix*'s left hand very hard.

* R HP:Battered MV:Winded - Bollix: Wounded >
You gracefully flow into Cat on Hot Sand, scything *Bollix*'s left arm very hard.

* R HP:Battered MV:Winded - Bollix: Wounded > open fence
Ok.

* R HP:Battered MV:Winded - Bollix: Wounded > kill dark

Riown chats 'nod'

* R HP:Battered MV:Winded - Bollix: Wounded > kill dark
You do the best you can!

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

* R HP:Battered MV:Winded - Bollix: Wounded >
You spin effortlessly into Stones Falling from the Cliff, scything *Bollix*'s left leg.
You spin effortlessly into The Kingfisher Takes a Silverback, scything *Bollix*'s body.
*Bollix* panics, and attempts to flee!

* R HP:Battered MV:Winded - Bollix: Battered > kill dark
You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered > kill dark
kill dark
You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered >
*Bollix* leaves west.

* R HP:Battered MV:Winded > kill dark
*Bollix* has arrived from the west.
You scythe *Bollix*'s left arm hard.
*Bollix* panics, and attempts to flee!

* R HP:Battered MV:Winded - Bollix: Battered > You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered > kill dark
You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered > kill dark

You try to scythe *Bollix*, but he deflects the blow.

* R HP:Battered MV:Winded - Bollix: Battered > kill dark
You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered > kill dark
You do the best you can!

* R HP:Battered MV:Winded - Bollix: Battered > TICK IN 5 SECONDS.
kill dark
*Bollix* leaves west.
They aren't here.

* R HP:Battered MV:Winded > kill dark
They aren't here.

* R HP:Battered MV:Winded > kill dark
They aren't here.

* R HP:Battered MV:Winded > w
They aren't here.

kill dark
* R HP:Battered MV:Winded > A Field
[ obvious exits: E ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
A gray palfrey prances skittishly nearby.
A black stallion prances about.
A draft horse is here.
A draft horse is here.
A raven has arrived from the east.

* R HP:Battered MV:Winded > close fence
They aren't here.

* R HP:Battered MV:Winded > kill h.dark
Ok.

* R HP:Battered MV:Winded > close fence
You scythe *Bollix*'s head into bloody fragments!
*Bollix* panics, and attempts to flee!

* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > close fence
close fence
It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered >
*Bollix* tickles your body with his pierce.
You try to scythe *Bollix*, but he deflects the blow.

* R HP:Battered MV:Winded - Bollix: Battered > close fence
It's already closed!

close fence
* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

close fence
* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

close fence
* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > *Bollix* barely pierces your body.
You try to scythe *Bollix*, but he parries successfully.
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
close fence
close fence
close fence
*Bollix* pierces your body.
You scythe *Bollix*'s body hard.
*Bollix* panics, and attempts to flee!
*Bollix* opens the fence.
Ok.

* R HP:Battered MV:Winded - Bollix: Battered > close fence
*Bollix* panics, and attempts to flee!
It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > It's already closed!

* R HP:Battered MV:Winded - Bollix: Battered > *Bollix* opens the fence.
Ok.

* R HP:Battered MV:Winded - Bollix: Battered >
*Bollix* opens the fence.

* R HP:Battered MV:Winded - Bollix: Battered > nar on in fenc e

*Bollix* barely pierces your right leg.
You scythe *Bollix*'s body very hard.
*Bollix* panics, and attempts to flee!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > You narrate 'on in fenc e'

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > close fence
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > You try to scythe *Bollix*, but he deflects the blow.
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > *Bollix* opens the fence.
Ok.

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > nar dusty

*Bollix* barely pierces your left arm.
You try to scythe *Bollix*, but he parries successfully.

* R HP:Beaten MV:Winded - Bollix: Battered > You narrate 'dusty'

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
close fence
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > Riown chats 'leatherleaf trees till around lvl 10 or so, then go and kill elk. Then around lvl 15 kill ancient trees'
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
*Bollix* pierces your body.
You try to scythe *Bollix*, but he parries successfully.
*Bollix* tickles your right leg with his pierce.
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > *Bollix* opens the fence.
Ok.

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
close fence
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > close fence
close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > *Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered >
*Bollix* tickles your body with his pierce.
You try to scythe *Bollix*, but he parries successfully.
*Bollix* opens the fence.

close fence
* R HP:Beaten MV:Winded - Bollix: Battered > close fence
close fence
*Bollix* tickles your body with his pierce.
You scythe *Bollix*'s body hard.
*Bollix* panics, and attempts to flee!
Ok.

* R HP:Beaten MV:Winded - Bollix: Battered > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Battered > b
It's already closed!

[bash ] ed - Bollix: Battered >

*
*Bollix* opens the fence.

*
*Bollix* pierces your left leg.


*Bollix* pierces your right arm.

=
Your bash at *Bollix* sends him sprawling!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
close fence
Ok.

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence

You scythe *Bollix*'s body very hard.

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > You scythe *Bollix*'s body very hard.
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Beaten > It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Beaten > You flow effortlessly into Thistledown Floats on the Wind, scything *Bollix*'s left arm very hard.
It's already closed!

close fence
* R HP:Beaten MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!

You try to scythe *Bollix*, but he parries successfully.
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical >
*Bollix* opens the fence.

close fence
* R HP:Beaten MV:Winded - Bollix: Critical > close fence
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!

You scythe *Bollix*'s body very hard.
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Beaten MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Beaten MV:Winded - Bollix: Critical > *Bollix* barely pierces your head.
You wish that your wounds would stop BLEEDING so much!

You scythe *Bollix*'s body.
*Bollix* opens the fence.
Ok.

close fence
* R HP:Beaten MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

* R HP:Beaten MV:Winded - Bollix: Critical > close fence
*Bollix* pierces your head.
You wish that your wounds would stop BLEEDING so much!

You try to scythe *Bollix*, but he deflects the blow.
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
Merida chats 'where are the elk?'
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* hugs you.
It's already closed!

* R HP:Critical MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Critical MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Critical MV:Winded - Bollix: Critical > close fence
It's already closed!

* R HP:Critical MV:Winded - Bollix: Critical > close fence
close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!

You try to scythe *Bollix*, but he parries successfully.
*Bollix* pierces your body.
You wish that your wounds would stop BLEEDING so much!

*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence

*Bollix* opens the fence.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

close fence
* R HP:Critical MV:Winded - Bollix: Critical > close fence
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > *Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical > b
*Bollix* pierces your left hand.
You wish that your wounds would stop BLEEDING so much!

You try to scythe *Bollix*, but he deflects the blow.
*Bollix* opens the fence.
Ok.

* R HP:Critical MV:Winded - Bollix: Critical >
*Bollix* opens the fence.

You scythe *Bollix*'s body hard.ix: Critical >
[bash ]

=
Adael narrates 'omw'

-
*Bollix* pierces your body.
You wish that your wounds would stop BLEEDING so much!


=
Your bash at *Bollix* sends him sprawling!

* R HP:Critical MV:Winded - Bollix: Critical >
You scythe *Bollix*'s left arm into bloody fragments!
*Bollix* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Bollix*'s death cry.

* R HP:Critical MV:Winded > close fence
close fence
Ok.

* R HP:Critical MV:Winded > It's already closed!

* R HP:Critical MV:Winded > nar rip
cw
You narrate 'rip'

* R HP:Critical MV:Winded > cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

cw
* R HP:Critical MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

cw
* R HP:Critical MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Critical MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 212 hit points.

* R HP:Critical MV:Winded > change wimpy 35
You will now flee if you go below 35 hit points.

sco
* R HP:Critical MV:Winded > You have 39(424) hit and 65(155) movement points.
You have scored 108414856 experience points and 1023 quest points.
You need 85144 exp to level and 1977 qp to rank.
You have amassed 426 Turn points to date.
You have played 25 days and 10 hours (real time).
This ranks you as Landon the Unifier [Legion of Unity 7] (Level 50).
You are standing.

rp
* R HP:Critical MV:Winded > [rem sword]
You stop using an ivory hilted greatsword.
Adael narrates 'or that'

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