3 kill snippets from extended PK session today

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Rakkard
Posts: 19
Joined: Fri Jun 24, 2016 9:14 am

3 kill snippets from extended PK session today

Post by Rakkard » Tue Jul 25, 2017 2:25 pm

o S HP:Critical MV:Haggard > [where ]
Players in your Zone
--------------------
Lockjaw - The Blighted Forest
Rakkard - A Pile of Lumber
Asharek - A Pile of Lumber
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Haggard > kill human
kill human
They aren't here.

o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > kill human
kill human
They aren't here.

kill human
o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > They aren't here.

kill human
o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > They aren't here.
Lockjaw has arrived from the west.

o S HP:Critical MV:Haggard > kill human
kill human
They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > l

*Sarryn* has arrived from the east, riding a gray palfrey.
*Davor* has arrived from the east.
A crow has arrived from the east.
Asharek tries to pierce *Davor*, but he parries successfully.

* S HP:Critical MV:Haggard > gro
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 ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
A crow is visible flying high in the sky.
*Davor* is here, fighting Asharek.
*Sarryn* is standing here, riding a gray palfrey.
Lockjaw the Ramshorned Trolloc is standing here.
A raven is here flying around.
Asharek the Master Havoc is here, fighting Davor.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Critical MV:Haggard >
*Sarryn* pierces Lockjaw's right arm very hard.

kill human
* S HP:Critical MV:Haggard > Your group consists of:
Rakkard (Head of group)
Lockjaw
Asharek

* S HP:Critical MV:Haggard > You try to scythe *Sarryn*, but he deflects the blow.

* S HP:Critical MV:Haggard - Lockjaw: Critical - Sarryn: Beaten > bash

*Davor* says 'CnF g]z XO lptg '

You try to scythe *Sarryn*, but he deflects the blow.yn: Beaten >
A blighted deer leaves east.
The blighted tree tickles Davor's body with its hit.
The blighted tree joins the blighted tree's fight!
Lockjaw hacks *Sarryn*'s body hard.
*Sarryn* pierces Lockjaw's left arm hard.
*Davor* slashes Asharek's left arm hard.
Asharek pierces *Davor*'s right leg.
Asharek tries to pierce *Davor*, but he deflects the blow.

*
Lockjaw panics, and attempts to flee!

-
Lockjaw leaves west.


*Davor* panics, and attempts to flee!
Asharek assumes a defensive striking posture.

-
*Sarryn* tries to pierce you, but you parry successfully.
The blighted tree tries to hit Sarryn, but he parries successfully.
The blighted tree tries to hit Davor, but he deflects the blow.
Asharek tries to pierce *Davor*, but he deflects the blow.

=
Your bash at *Sarryn* sends him sprawling!

* S HP:Critical MV:Haggard - Sarryn: Beaten >
*Davor* leaves west.
Asharek pierces *Sarryn*'s left leg.
*Sarryn* panics, and attempts to flee!

change mood brave
change posture offensive
* S HP:Critical MV:Haggard - Sarryn: Critical > Mood changed to: Brave

* S HP:Critical MV:Haggard - Sarryn: Critical > Posture changed to: Offensive

* S HP:Critical MV:Haggard - Sarryn: Critical > nar saty
kill human

Lockjaw has arrived from the west.

* S HP:Critical MV:Haggard - Sarryn: Critical > kill human
You narrate 'saty'
Lockjaw hacks *Sarryn*'s left arm hard.
*Sarryn* panics, and attempts to flee!
*Sarryn* leaves west riding a gray palfrey.

kill human
o S HP:Critical MV:Haggard > They aren't here.

kill human
o S HP:Critical MV:Haggard > They aren't here.

w
o S HP:Critical MV:Haggard > kill human
They aren't here.

w
o S HP:Critical MV:Haggard > kill human
They aren't here.

o S HP:Critical MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving east.
A falcon with long, brown feathers circles in a slow hunting pattern.
Lockjaw has arrived from the east.

o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a human leaving south.
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.
*Sarryn* is standing here, riding a gray palfrey.
*Davor* is standing here.
Lockjaw has arrived from the east.
Lockjaw tries to hack *Sarryn*, but he deflects the blow.
Asharek tries to pierce *Davor*, but he parries successfully.

* S HP:Critical MV:Haggard > Asharek tries to pierce *Davor*, but he deflects the blow.
*Sarryn* barely pierces Lockjaw's body.
You scythe *Davor*'s left hand extremely hard.

s
* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
No way! You're fighting for your life!

* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
*Sarryn* panics, and attempts to flee!
You do the best you can!

kill human
* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
You do the best you can!

kill human
* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
*Davor* panics, and attempts to flee!
You do the best you can!

* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
You do the best you can!

kill human
* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
You do the best you can!

* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
You scythe *Davor*'s left arm very hard.
Asharek tries to pierce *Davor*, but he parries successfully.
You do the best you can!

kill human
* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > You do the best you can!

* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
You do the best you can!

* S HP:Critical MV:Haggard - Asharek: Wounded - Davor: Critical > kill human
*Davor* leaves west.
You try to scythe *Sarryn*, but he parries successfully.
Asharek pierces *Sarryn*'s body very hard.
*Sarryn* panics, and attempts to flee!
*Sarryn* leaves south riding a gray palfrey.

kill human
o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > They aren't here.

o S HP:Critical MV:Haggard > s
They aren't here.

kill human
o S HP:Critical MV:Haggard > s
*Davor* has arrived from the west.
You try to scythe *Davor*, but he deflects the blow.
Asharek tries to pierce *Davor*, but he parries successfully.

* S HP:Critical MV:Haggard - Davor: Critical > kill human
You do the best you can!

kill human
* S HP:Critical MV:Haggard - Davor: Critical > kill human
No way! You're fighting for your life!

* S HP:Critical MV:Haggard - Davor: Critical > kill human
*Davor* panics, and attempts to flee!
You do the best you can!

* S HP:Critical MV:Haggard - Davor: Critical > kill human
No way! You're fighting for your life!

* S HP:Critical MV:Haggard - Davor: Critical > kill human
kill human
kill human
Asharek tries to pierce *Davor*, but he parries successfully.
You scythe *Davor*'s head.
Your heartbeat calms down more as you feel less panicked.
You do the best you can!
Lockjaw hacks *Davor*'s left leg.

* S HP:Beaten MV:Weary - Davor: Critical > You do the best you can!

* S HP:Beaten MV:Weary - Davor: Critical > You do the best you can!

kill human
* S HP:Beaten MV:Weary - Davor: Critical > kill human
You do the best you can!

* S HP:Beaten MV:Weary - Davor: Critical > You do the best you can!
Asharek assumes an offensive striking posture.

* S HP:Beaten MV:Weary - Davor: Critical > *Davor* leaves south.
They aren't here.

o S HP:Beaten MV:Weary > They aren't here.

o S HP:Beaten MV:Weary > kill human
They aren't here.

kill human
o S HP:Beaten MV:Weary > They aren't here.

o S HP:Beaten MV:Weary > s
They aren't here.

o S HP:Beaten MV:Weary > s
kill human
They aren't here.

o S HP:Beaten MV:Weary > They aren't here.

o S HP:Beaten MV:Weary > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
Lockjaw has arrived from the north.

o S HP:Beaten MV:Weary > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A black-fletched arrow with an elongated steel point lies here.
A large wooden catapult has been erected here.
A strong trolloc stands here, snout sniffing the wind.
Lockjaw has arrived from the north.

o S HP:Beaten MV:Weary > They aren't here.

o S HP:Beaten MV:Weary > w
n
A Stand of Trees
The trees hang with their branches as if they wanted to just fall over and
go to sleep. The ground is full of small pools of water, and moss grows
over most of the area. The water-damaged soil doesn't seem to give much
nourishment to the trees, which are on their way to die. The soggy ground
stretches further to the north and a trail leads east.
[ obvious exits: N E ]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
Lockjaw has arrived from the east.

kill human
o S HP:Beaten MV:Weary > The Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving west.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Weary > They aren't here.

o S HP:Beaten MV:Weary > w
w
s
In Some Swamplike Terrain
A few fallen trees and the mushy ground make this area hard to pass
through. The previously dry soil hasn't responded well to the water
flooding the ground. It must have been lots of water, since all the growth
here has been drowned and died. The only thing that grows here now are
large stands of mushrooms, for which this is an ideal environment. Exits
are east into similar terrain, north to a hill, and west to some dead
forest.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving west.
Lockjaw has arrived from the east.
Asharek has arrived from the east.

s
o S HP:Beaten MV:Weary > The Sunken Forest
The trees grow further from each other here, revealing a pond to the
southwest with the shore heading off to the west and south. Some water has
broken through the shielding wall of sand to the south and infected this
area and the one to the south. The sunken ground continues east, and to the
north is an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
A mole is here, looking sickly.
A snake is crawling through the water here.
A raven is visible flying high in the sky.
Lockjaw has arrived from the east.

o S HP:Beaten MV:Weary > Waterlogged Forest
The shoreline that stretches all the way around the dark pond and prevents the
water from overflowing has broken up on this side of the pond. The water has
spread across the entire area, making the ground mushy and soft to walk upon.
The water-damaged forest continues to the north and the dark pond is west.
[ obvious exits: N W ]
Lockjaw has arrived from the north.

o S HP:Beaten MV:Weary > aa
Alas, you cannot go that way...

o S HP:Beaten MV:Weary > a
[get fluid pack]
You get a thin vial of yellow fluid from an embroidered, cotton shoulder bag.

n
o S HP:Beaten MV:Weary > [quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

o S HP:Beaten MV:Winded > w
The Sunken Forest
The trees grow further from each other here, revealing a pond to the
southwest with the shore heading off to the west and south. Some water has
broken through the shielding wall of sand to the south and infected this
area and the one to the south. The sunken ground continues east, and to the
north is an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving west.
A mole is here, looking sickly.
A snake is crawling through the water here.
A raven is visible flying high in the sky.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > kill human
On the Shore of a Dried-out Pond
Only a few smaller trees and bushes grow here on the shore of a dark pond.
The pond is about three hundred feet across, but the water doesn't look
swimmable. It looks tainted by evil. A small rowboat with large holes in
the bottom is lying here on the shore. The forest is north, east and west,
with the pond to the south.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
A one person canoe rests on the ground. [2]
A brazen young hare thumps his powerful hind legs nearby.
A lynx creeps low to the ground, hunting for food.
Lockjaw has arrived from the east.

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

o S HP:Beaten MV:Winded > s
The Dried-out Pond
Once a deep pond, a recent cave-in has left the pond waterless and now
there is a thin layer of grass covering the bottom where the fish used to
swim. It looks similar to the north, east, south and the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
A sickly, skinny deer stands here in a daze.
Lockjaw has arrived from the north.

o S HP:Beaten MV:Winded >
Asharek says 'weary'

o S HP:Beaten MV:Winded > n
n
On the Shore of a Dried-out Pond
Only a few smaller trees and bushes grow here on the shore of a dark pond.
The pond is about three hundred feet across, but the water doesn't look
swimmable. It looks tainted by evil. A small rowboat with large holes in
the bottom is lying here on the shore. The forest is north, east and west,
with the pond to the south.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of an animal leaving west.
A one person canoe rests on the ground. [2]
A brazen young hare thumps his powerful hind legs nearby.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > n
Blighted Forest
With the forest looking so dead all over it can be hard to find the way
through it without getting lost. All the trees have black or dark brown
bark. Their roots have found their way up out of the ground in a desperate
search for water, but for nothing. The forest looks the same to the north,
west and south, but east the trees have left room for an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > The Blighted Forest
The trees here have so many branches that one can't see the sky even though
the leaves of the trees have fallen off a long time ago. Some branches
almost seem to grow together into one, linking the trees into large groups.
The large blighted forest continues in all directions.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A green woodpecker is here flying around.
A snake is crawling through the water here.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > w
Around the Mountain
This pass right next to the mountain fills up with trees and slowly dies
away to the south where the forest dominates. The foot of the mountain
curves itself slightly at the end of the pass and disappears around a bend
to the west. Looking up, one can see the mountain stand tall many hundred
feet above. East the forest grows thicker. To the west the foot of the
mountain curves and north is a pass next to the mountain.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A mole is here, looking sickly.
Lockjaw has arrived from the east.

e
o S HP:Beaten MV:Winded > e
The Blighted Forest
The trees here have so many branches that one can't see the sky even though
the leaves of the trees have fallen off a long time ago. Some branches
almost seem to grow together into one, linking the trees into large groups.
The large blighted forest continues in all directions.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of an animal leaving south.
There are some tracks of a trolloc leaving west.
A green woodpecker is here flying around.
A snake is crawling through the water here.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Winded > Among the Blighted Trees
Among these trees one can hear examples of the noises of the blighted
forest. There are many bizarre growls, squeaks and snarls cried out by the
twisted creatures that live here. To the south is a large, empty area, to
the north a large tree sticks out from the rest and west the forest
captures the view.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A raven is here flying around.
A brazen young hare thumps his powerful hind legs nearby.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Winded > n
n
n
The Blighted Woods
Among the other trees an enourmous one stretches up towards the sky. Its
stout roots seem to push all the other trees away from it so that they
alone can deplete the ground of what little nourishment is left. Arm-like
branches reach out over the other trees. Some of the lower ones have
corpses hanging in them. Exits are east, north and south into the forest.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving south.
A large slab of meat has been placed here.
A rat scurries around trying to get out of sight.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > n
Near the Edge of the Blighted Forest
A thick growth of trees and bushes dominates the area completely, and the
ground is covered with dead, leaves and moss. The vegetation isn't quite
dead but hope seems far away. Heading north one comes to the edge of the
forest and to the east, south, and west the forest keeps on dominating the
landscape.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving east.
A sickly, skinny deer stands here in a daze.
Lockjaw has arrived from the south.

n
o S HP:Beaten MV:Winded > Edge of the Blighted Forest
A shadow-filled scene spreads out here. Evil reaches out south over a
blighted forest and infects its very heart. The vegetation looks dead and
beyond rescue. A sharp smell of decaying meat and leaves hangs in the air.
To the south a thick population of trees and dried-up bushes seize the
landscape.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > Remote Corner of the Grove
A large skull stands impaled upon a spear, driven into the hard ground. Flies
buzz around the grotesque monument as maggots devour the last traces of
flesh on the bone. To the east lies a gloomy trail.
[ obvious exits: E S ]
There are some bloody traces of a human leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A raven is here flying around.
A huge misshapen bear with large tusks, howls hungrily.
You smell something remniscent of death as you enter this place.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Winded > A blight-bear leaves east.
Alas, you cannot go that way...

o S HP:Beaten MV:Winded > e
n
n
Curve in the Forgotten Trail
Prickly shrubs and thickets line the trail which becomes very narrow
here as it curves to the north and west. Dark, forboding trees cower
under angry, threatening skies in the distance to the northeast.
[ obvious exits: N W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A huge misshapen bear with large tusks, howls hungrily.
A huge misshapen bear with large tusks, howls hungrily.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Winded > n
The Forgotten Trail
Not well traveled, this small trail displays the effects of the surrounding
blight. The dry diseased dirt yields nothing but rocks. The stunted plants
along the side of the trail are long dead and decaying.
[ obvious exits: N S ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Weary > Trail Before the Cave
Thick trees prohibit travel to the east, and the trail continues north and
south. The unmistakable odor of decomposing animals comes from
an opening in the mound of rocks to the west.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
Lockjaw has arrived from the south.

o S HP:Beaten MV:Weary > 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 ]
There are some bloody traces of a human leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
Lockjaw has arrived from the south.
Asharek has arrived from the south.

o S HP:Beaten MV:Weary > e
e
e
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 ]
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Winded > The Blackened Glade
The tainted trees encircle this foul, desolate glade. Grass that once grew
tall and green lies rotted upon the malnourished soil. The oily black
excretion typical of this grove's malady coats the rotted blanket of grass.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A giant scorpion curls its jointed tail in preparation to attack.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Winded > The Blackened Glade
This once fragrant field of clover and wildflowers now has the distinctive
odor of a compost heap. A thick layer of oily black plant life in decay
covers the ground throughout the glade.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A giant scorpion curls its jointed tail in preparation to attack.
A giant scorpion curls its jointed tail in preparation to attack.
Lockjaw has arrived from the west.
Asharek has arrived from the west.

o S HP:Beaten MV:Winded > s
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 ]
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving east.
A giant scorpion curls its jointed tail in preparation to attack.
Lockjaw has arrived from the north.

o S HP:Beaten MV:Weary > w
w

Asharek says 'hag'

o S HP:Beaten MV:Weary > 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 ]
There are some bloody traces of a human leaving south.
There are some tracks of a trolloc leaving east.
Lockjaw has arrived from the east.

o S HP:Beaten MV:Weary > 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 ]
There are some bloody traces of a human leaving east.
There are some tracks of a trolloc leaving east.
Lockjaw has arrived from the east.

o S HP:Beaten MV:Weary > e
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 ]
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
Lockjaw has arrived from the west.

e
o S HP:Beaten MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a trolloc leaving west.
A giant scorpion curls its jointed tail in preparation to attack.
Lockjaw has arrived from the west.

o S HP:Beaten MV:Weary > w
s
A giant scorpion tries to hit Asharek, but he parries successfully.
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 ]
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
Lockjaw has arrived from the east.

o S HP:Beaten MV:Weary > Inside the Great Mound
The cavernous interior of the grand hall stands six spans high and is
supported by ornate wooden beams. Large portraits of the Elders who
comprised the Stump, the governing body of the stedding, line the hall
framed in intricate sungwood. The hall extends to the east and west.
[ obvious exits: N E W ]
*Sarryn* is standing here.
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
Lockjaw has arrived from the north.

* S HP:Beaten MV:Weary > kill human
kill human
You scythe *Sarryn*'s left foot into bloody fragments!
*Sarryn* panics, and attempts to flee!

* S HP:Beaten MV:Weary - Sarryn: Critical > You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
kill human
kill human

Lockjaw hacks *Sarryn*'s body.

* S HP:Beaten MV:Weary - Sarryn: Critical > You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You do the best you can!

kill human
* S HP:Beaten MV:Weary - Sarryn: Critical > *Sarryn* leaves west.
They aren't here.

o S HP:Beaten MV:Weary > kill human
They aren't here.

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

w
o S HP:Beaten MV:Winded > kill human
They aren't here.

kill human
o S HP:Beaten MV:Winded > kill human
In the Grand Hall
This end of the grand hall once served as a waiting room for the meeting
hall directly to the south. Stumps of massive trees have been carved and
polished to a high gloss to form the chairs where many a nervous ogier
awaited the descision of the Elders.
[ obvious exits: E S ]
*Sarryn* is standing here.
An astonishingly tall and broad man stands here, with large tufted ears.
Ack, you lost Lockjaw!

kill human
* S HP:Beaten MV:Weary > *Sarryn* tries to pierce you, but you parry successfully.
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You try to scythe *Sarryn*, but he deflects the blow.
An ogier stops using a lantern.
An ogier joins Sarryn's fight!
*Sarryn* tries to pierce you, but you deflect the blow.
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You do the best you can!

kill human
* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > You do the best you can!

kill human
* S HP:Beaten MV:Weary - Sarryn: Critical > kill human
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > *Sarryn* panics, and attempts to flee!
You do the best you can!
Lockjaw has arrived from the east.

* S HP:Beaten MV:Weary - Sarryn: Critical > You do the best you can!
Lockjaw hacks *Sarryn*'s body.
*Sarryn* is mortally wounded, and will die soon, if not aided.

change mood wimpy
* S HP:Beaten MV:Weary - Sarryn: Critical > f
You do the best you can!

* S HP:Beaten MV:Weary - Sarryn: Critical > You do the best you can!

change mood brave
* S HP:Beaten MV:Weary - Sarryn: Critical > Mood changed to: Wimpy

* S HP:Beaten MV:Weary - Sarryn: Critical > w
You panic and attempt to flee!

n
kill human

Lockjaw hacks *Sarryn*'s body into bloody fragments!
*Sarryn* 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 *Sarryn*'s death cry.
An ogier holds a lantern above his head.
An ogier tries to strike you, but you deflect the blow.

kill human
kill human
You flee head over heels.
Inside the Great Mound
The cavernous interior of the grand hall stands six spans high and is
Failed to correct map position after fleeing.
supported by ornate wooden beams. Large portraits of the Elders who
comprised the Stump, the governing body of the stedding, line the hall
framed in intricate sungwood. The hall extends to the east and west.
[ obvious exits: N E W ]
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
Mood changed to: Brave

o S HP:Beaten MV:Weary > In the Grand Hall
This end of the grand hall once served as a waiting room for the meeting
hall directly to the south. Stumps of massive trees have been carved and
polished to a high gloss to form the chairs where many a nervous ogier
awaited the descision of the Elders.
[ obvious exits: E S ]
The corpse of Sarryn is lying here.
Lockjaw the Ramshorned Trolloc is standing here.
An astonishingly tall and broad man stands here, with large tufted ears.

* S HP:Beaten MV:Weary > Alas, you cannot go that way...
Lockjaw stops using a gargantuan gilded bastard sword.

Rakkard
Posts: 19
Joined: Fri Jun 24, 2016 9:14 am

Re: 3 kill snippets from extended PK session today

Post by Rakkard » Tue Jul 25, 2017 2:48 pm

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

Fast forward a bit. Chased Davor and Bofin to blands, then got beat on

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


* S HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Asharek - Forested Borderlands
Rakkard - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

* S HP:Critical MV:Tiring > i
You are carrying:
the severed head of Sarryn the Human slain in the Blight
a skin of human flesh

* S HP:Critical MV:Tiring > put all pack
You put the severed head of Sarryn the Human slain in the Blight in an embroidered, cotton shoulder bag.
You put a skin of human flesh in an embroidered, cotton shoulder bag.

* S HP:Critical MV:Tiring > n
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A hooved trolloc anxiously stamps its feet.
A beaked trolloc is here, scouting.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

s
o S HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
A lantern has been left here.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.

* S HP:Critical MV:Tiring > dd
0
[diag h.human]
No-one by that name here.

* S HP:Critical MV:Tiring > gro
[where ]
Players in your Zone
--------------------
Asharek - A Rocky Path
Rakkard - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

* S HP:Critical MV:Tiring > Your group consists of:
Rakkard (Head of group)
Asharek

* S HP:Critical MV:Tiring > l
A hooved trolloc has arrived from the north.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
A lantern has been left here.
A hooved trolloc anxiously stamps its feet.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.
Lockjaw tells you 'and I died'

* S HP:Critical MV:Tiring > dd
0
[diag h.human]
No-one by that name here.

* S HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Asharek - A Path Through the Dead Forest
Rakkard - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

nar meh
* S HP:Critical MV:Tiring > You narrate 'meh'

* S HP:Critical MV:Tiring > nar lockjaw dead
dd
You narrate 'lockjaw dead'

* S HP:Critical MV:Tiring > kill human
kill human
kill human
[diag h.human]
No-one by that name here.

* S HP:Critical MV:Tiring > kill human
They aren't here.

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

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

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

* S HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
A lantern has been left here.
A hooved trolloc anxiously stamps its feet.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.

* S HP:Critical MV:Tiring > nar come 1s fence
You narrate 'come 1s fence'

* S HP:Critical MV:Tiring > dd
0

Asharek narrates 'damn'

* S HP:Critical MV:Tiring > [diag h.human]
No-one by that name here.

kill human
* S HP:Critical MV:Tiring > kill human
[where ]
Players in your Zone
--------------------
Asharek - A Dead Forest
Rakkard - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

kill human
* S HP:Critical MV:Tiring > kill human
They aren't here.

* S HP:Critical MV:Tiring > *Davor* has arrived from the east.
*Bofin* has arrived from the east, riding a warhorse.
You scythe *Bofin*'s body very hard.

ring - Bofin: Wounded >
*Davor* slashes your head very hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

dd
0
You flee head over heels.
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
Correcting map position after fleeing.
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A beaked trolloc is here, scouting.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
They aren't here.

nar on
o S HP:Critical MV:Tiring > They aren't here.

o S HP:Critical MV:Tiring > [diag h.human]
No-one by that name here.

o S HP:Critical MV:Tiring > s
[where ]
Players in your Zone
--------------------
Rakkard - Stallion Pen
Asharek - A Dead Forest
You catch a faint scent of a horse nearby.

s
o S HP:Critical MV:Tiring > You narrate 'on'

o S HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
A lantern has been left here.
*Bofin* is standing here, riding a warhorse.
*Davor* is standing here mending a weapon.
A hooved trolloc anxiously stamps its feet.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.

* S HP:Critical MV:Tiring > A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
There are some tracks of a myrddraal leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
A hideous trolloc is here, in a world of hurt.

* S HP:Critical MV:Winded >
Asharek narrates 'they ent'

* S HP:Critical MV:Winded > sc
s
You have 21(411) hit and 130(263) movement points.
You have scored 108592808 experience points and 1117 quest points.
You need 1727226555 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 952 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

* S HP:Critical MV:Winded > kill human
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
There are some tracks of a myrddraal leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A raven is here, watching.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

o S HP:Critical MV:Winded > kill human
They aren't here.

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

0
o S HP:Critical MV:Winded > [where ]
Players in your Zone
--------------------
Asharek - In Front Of The Dark Tower
Rakkard - A Trolloc Camp
You catch a faint scent of a horse nearby.

o S HP:Critical MV:Winded > n
n
kill human
kill human
*Davor* has arrived from the east.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
There are some tracks of a myrddraal leaving south.
There are some tracks of a humanoid leaving north.
A hideous trolloc is here, in a world of hurt.

* S HP:Critical MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
A lantern has been left here.
*Bofin* is here, fighting Asharek, riding a warhorse.
Asharek the Master Havoc is here, fighting Bofin.
A hooved trolloc anxiously stamps its feet.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.

* S HP:Critical MV:Winded > You try to scythe *Bofin*, but he parries successfully.

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

bash
- nded - Asharek: Beaten - Bofin: Wounded >
*Davor* has arrived from the south.


*Davor* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!

kill human
Asharek pierces *Bofin*'s body hard.
A hooved trolloc joins your fight!
A fade joins a hooved trolloc's fight!
A fade hisses 'This is the will of the Great Lord.'

A ramshorned trolloc joins your fight!
You flee head over heels.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
Correcting map position after fleeing.
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a human leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
A hideous trolloc is here, in a world of hurt.
They aren't here.

* S HP:Critical MV:Winded > sc
You have 12(411) hit and 122(263) movement points.
You have scored 108591342 experience points and 1117 quest points.
You need 1727228021 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 952 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

* S HP:Critical MV:Winded > s
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a human leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
There are some tracks of a myrddraal leaving north.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A raven is here, watching.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

s
o S HP:Critical MV:Winded > e
Alas, you cannot go that way...

o S HP:Critical MV:Winded > Outside A Trolloc Camp
Bushes and shrubs of all sizes grow wildly throughout the thicket. Short, soft
grass pads the ground beneath the bushes. Off to the north, the trees of the
forest rise above the shrubs and flowers that make up the dense growth of the
thicket. Small animals dart through the holes between the branches of the
bushes, showing that the thicket is alive and flourishing.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a human leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.

* S HP:Critical MV:Winded > n
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A wolfish trolloc is here, howling for blood.

* S HP:Critical MV:Winded > w
n
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a human leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving north.
A hideous trolloc is here, in a world of hurt.

w
* S HP:Critical MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
A lantern has been left here.
*Bofin* is here, fighting Asharek, riding a warhorse.
Asharek the Master Havoc is sitting here.
A hooved trolloc anxiously stamps its feet.
A fade emerges from the shadows as you pass by.
A tall, ramshorned trolloc is here, commanding.

* S HP:Critical MV:Winded > Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
*Davor* is standing here mending a weapon.
A trolloc is here ruling a group of trollocs.
A young trolloc is here, growling with a deep bloodlust.
A huge trolloc marked with a whirlwind snorts here.
A hideous trolloc is here, in a world of hurt.

* S HP:Critical MV:Winded >
A fade has arrived from the east.
A ramshorned trolloc has arrived from the east.
*Davor* leaves east.

o S HP:Critical MV:Winded > kill human
kill human
A hideous trolloc grovels in the dirt before a fade.
They aren't here.

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

o S HP:Critical MV:Winded >
A fade leaves east.
A ramshorned trolloc leaves east.

o S HP:Critical MV:Winded > bash
kill human
Bash who?

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

o S HP:Critical MV:Winded > u
u
Second Floor Of The Tower
Cobwebs cling to the ancient masonry of the tower, as well as to the old
stone stairs that you were moving on. Looking around, you see no signs of
life, but you can't shake the feeling that this tower is not uninhabited.
Stairs lead up, further into the tower, and down, to the entrance.
[ obvious exits: U D ]

o S HP:Critical MV:Winded > Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
A wild hog snorts angrily, pawing at the ground.

o S HP:Critical MV:Winded > d
d
e
kill human
Second Floor Of The Tower
Cobwebs cling to the ancient masonry of the tower, as well as to the old
stone stairs that you were moving on. Looking around, you see no signs of
life, but you can't shake the feeling that this tower is not uninhabited.
Stairs lead up, further into the tower, and down, to the entrance.
[ obvious exits: U D ]

o S HP:Critical MV:Winded > bash
Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
A trolloc is here ruling a group of trollocs.
A young trolloc is here, growling with a deep bloodlust.
A huge trolloc marked with a whirlwind snorts here.
A hideous trolloc is here, in a world of hurt.

o S HP:Critical MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
A lantern has been left here.
A ramshorned trolloc is here, fighting Davor.
A fade is here, fighting Bofin.
*Davor* is here, fighting a ramshorned trolloc mending a weapon.
*Bofin* is here, fighting a fade, riding a warhorse.
A hooved trolloc is here, fighting Davor.

* S HP:Critical MV:Winded > *Davor* leaves north.
You scythe *Bofin*'s body hard.

*Bofin* panics, and attempts to flee!cratched - Bofin: Wounded >

-
*Bofin* leaves south riding a warhorse.
*Davor* has arrived from the north.

=
*Davor* leaves east.

*kill human
kill human
Cancelled.
They aren't here.

* S HP:Critical MV:Winded > kill human
They aren't here.

kill human
* S HP:Critical MV:Winded > kill human
They aren't here.

kill human
* S HP:Critical MV:Winded > kill human
They aren't here.

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

* S HP:Critical MV:Winded > n
They aren't here.

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

* S HP:Critical MV:Winded > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a human leaving south.
There are some tracks of a humanoid leaving south.
A beaked trolloc is here, scouting.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

o S HP:Critical MV:Winded > kill human
kill human
kill human
They aren't here.

0
o S HP:Critical MV:Winded > They aren't here.

kill human
o S HP:Critical MV:Winded > kill human
They aren't here.

kill human
o S HP:Critical MV:Winded > kill human
[where ]
Players in your Zone
--------------------
Asharek - A Trolloc Camp
Rakkard - Stallion Pen
You catch a faint scent of a horse nearby.

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

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

o S HP:Critical MV:Winded > s
w
They aren't here.
Asharek narrates 'so crit'

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

o S HP:Critical MV:Winded > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A lantern has been left here.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A hooved trolloc anxiously stamps its feet.

* S HP:Critical MV:Winded > Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
A trolloc is here ruling a group of trollocs.
A young trolloc is here, growling with a deep bloodlust.
A huge trolloc marked with a whirlwind snorts here.
A hideous trolloc is here, in a world of hurt.

o S HP:Critical MV:Winded > nar stay with me
sc
You narrate 'stay with me'

o S HP:Critical MV:Winded > You have 26(411) hit and 92(263) movement points.
You have scored 108591342 experience points and 1117 quest points.
You need 1727228021 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 952 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

o S HP:Critical MV:Winded > nar not as crit as me
You narrate 'not as crit as me'

o S HP:Critical MV:Winded > nar had 11 hp
sc
You narrate 'had 11 hp'

o S HP:Critical MV:Winded > You have 26(411) hit and 92(263) movement points.
You have scored 108591342 experience points and 1117 quest points.
You need 1727228021 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 952 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

o S HP:Critical MV:Winded > e
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A lantern has been left here.
*Bofin* is standing here, riding a warhorse.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A hooved trolloc anxiously stamps its feet.

* S HP:Critical MV:Winded > kill human

A hooved trolloc tries to cleave Bofin, but he parries successfully.
A beaked trolloc has arrived from the north.
A beaked trolloc tries to cleave Bofin, but he parries successfully.
A fade joins a beaked trolloc's fight!
A fade hisses 'This is the will of the Great Lord.'

A ramshorned trolloc joins a beaked trolloc's fight!

* S HP:Critical MV:Winded > You scythe *Bofin*'s body very hard.

* S HP:Critical MV:Winded - a hooved trolloc: Hurt - Bofin: Battered > bash

You try to scythe *Bofin*, but he deflects the blow.
A fade hisses 'This is the will of the Great Lord.'

A ramshorned trolloc tries to cleave Bofin, but he dodges the attack.
A fade slashes Bofin's body hard.
A beaked trolloc tries to cleave Bofin, but he deflects the blow.
*Bofin* lances a hooved trolloc's body very hard.
Bofin swiftly dodges a hooved trolloc's attempt to cleave him.

nded - a hooved trolloc: Wounded - Bofin: Battered >
*Bofin* panics, and attempts to flee!
*Bofin* tries to flee, but is too exhausted!

+
*Bofin* panics, and attempts to flee!


A ramshorned trolloc tries to cleave Bofin, but he deflects the blow.
A fade slashes Bofin's body.
A beaked trolloc tries to cleave Bofin, but he parries successfully.
A hooved trolloc tries to cleave Bofin, but he deflects the blow.
Asharek narrates 'pot'

=
Your bash at *Bofin* sends him sprawling!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Battered > nar 1s fence now

You scythe *Bofin*'s body extremely hard.
A ramshorned trolloc barely cleaves Bofin's left arm.
A fade slashes Bofin's right arm hard.
A beaked trolloc cleaves Bofin's head very hard.
A hooved trolloc cleaves Bofin's body hard.

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > change mood brave
You narrate '1s fence now'

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > change posture offensive
Mood changed to: Brave

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
kill human
kill human
Posture changed to: Offensive

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
You do the best you can!

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
You do the best you can!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > You do the best you can!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > open fence
You do the best you can!

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
You do the best you can!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
You do the best you can!

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
You do the best you can!

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Beaten > kill human
kill human
kill human
kill human
A fade hisses 'This is the will of the Great Lord.'

You scythe *Bofin*'s body very hard.
A ramshorned trolloc cleaves Bofin's head very hard.
A fade slashes Bofin's body very hard.
A beaked trolloc cleaves Bofin's body.
A hooved trolloc tries to cleave Bofin, but he parries successfully.
Your heartbeat calms down more as you feel less panicked.
It's already open!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Critical > You do the best you can!

* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Critical > kill human
You do the best you can!

kill human
* S HP:Critical MV:Winded - a hooved trolloc: Wounded - Bofin: Critical > kill human
*Bofin* leaves east riding a warhorse.
They aren't here.

* S HP:Critical MV:Winded > kill human
kill human
They aren't here.

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

* S HP:Critical MV:Winded > e
kill human
They aren't here.

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

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

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

* S HP:Critical MV:Winded > A ramshorned trolloc snickers, and roars at the fury of war.
They aren't here.

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

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

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

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

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

* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving south.
*Davor* is standing here mending a weapon.
Asharek tries to pierce *Davor*, but he deflects the blow.

* S HP:Critical MV:Winded > You try to scythe *Davor*, but he parries successfully.

* S HP:Critical MV:Winded - Asharek: Critical - Davor: Beaten > bash
+
*Davor* tries to slash Asharek, but he deflects the blow.
Asharek pierces *Davor*'s right leg.

*
Asharek tries to pierce *Davor*, but he deflects the blow.

-
The air rings with the battlecry of a warrior trolloc!

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


*Bofin* tries to lance you, but you parry successfully.

=
Your bash at *Davor* sends him sprawling!

* S HP:Critical MV:Winded - Asharek: Critical - Davor: Beaten >
Asharek panics, and attempts to flee!

* S HP:Critical MV:Winded - Asharek: Critical - Davor: Beaten >
You scythe *Davor*'s left arm extremely hard.

* S HP:Critical MV:Winded - Asharek: Critical - Davor: Beaten > nar bofin crit
You narrate 'bofin crit'

* S HP:Critical MV:Winded - Asharek: Critical - Davor: Beaten > change mood wimpy
f
Mood changed to: Wimpy
Asharek leaves south.

You panic and attempt to flee!vor: Beaten >

change posture defensive

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

You flee head over heels.
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
Failed to correct map position after fleeing.
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
Asharek the Master Havoc is standing here.
A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.

* S HP:Critical MV:Winded > nar ffs

*Davor* has arrived from the north.
*Bofin* has arrived from the north, riding a warhorse.
Asharek tries to pierce *Bofin*, but he deflects the blow.

* S HP:Critical MV:Winded > st

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

bash
* S HP:Critical MV:Winded - Davor: Beaten >
*Bofin* panics, and attempts to flee!

* S HP:Critical MV:Winded - Davor: Beaten >
*Davor* tries to slash you, but you deflect the blow.
A hideous trolloc joins your fight!
A wolfish trolloc joins a hideous trolloc's fight!
Asharek pierces *Bofin*'s left leg.

* S HP:Critical MV:Winded - Davor: Beaten >
Davor assumes an offensive striking posture.

* S HP:Critical MV:Winded - Davor: Beaten >
*Bofin* leaves north riding a warhorse.
Asharek pierces *Davor*'s left arm hard.

* S HP:Critical MV:Winded - Davor: Critical >
Asharek pierces *Davor*'s body hard.

* S HP:Critical MV:Winded - Davor: Critical > Posture changed to: Defensive

* S HP:Critical MV:Winded - Davor: Critical > *Davor* panics, and attempts to flee!
You narrate 'ffs'

* S HP:Critical MV:Winded - Davor: Critical > Do you not consider fighting as standing?

Asharek pierces *Davor*'s head.or: Critical >
A hideous trolloc joins a wolfish trolloc's fight!
Davor swiftly dodges a wolfish trolloc's attempt to cleave him.
You try to scythe *Davor*, but he parries successfully.

-
*Davor* leaves south.

w
*kill human
kill human
kill human
kill human

A wolfish trolloc leaves south.

change mood brave
Cancelled.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.

* S HP:Critical MV:Winded > A hideous trolloc has arrived from the east.
They aren't here.

* S HP:Critical MV:Winded > *Davor* has arrived from the south.
A raven has arrived from the south.
You try to scythe *Davor*, but he parries successfully.
Asharek tries to pierce *Davor*, but he deflects the blow.

change posture offensive
* S HP:Critical MV:Winded - Davor: Critical > You do the best you can!

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

* S HP:Critical MV:Winded - Davor: Critical > Asharek tries to pierce *Davor*, but he parries successfully.
A hideous trolloc joins your fight!
*Davor* tries to slash you, but you parry successfully.
You try to scythe *Davor*, but he parries successfully.
Mood changed to: Brave

* S HP:Critical MV:Winded - Davor: Critical > Posture changed to: Offensive

* S HP:Critical MV:Winded - Davor: Critical > e
kill human
e
kill human
No way! You're fighting for your life!

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

* S HP:Critical MV:Winded - Davor: Critical > e
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Davor: Critical > kill human
You do the best you can!

e
* S HP:Critical MV:Winded - Davor: Critical > No way! You're fighting for your life!

kill human
* S HP:Critical MV:Winded - Davor: Critical > e
You do the best you can!

* S HP:Critical MV:Winded - Davor: Critical > kill human
kill human
*Davor* panics, and attempts to flee!
No way! You're fighting for your life!

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

* S HP:Critical MV:Winded - Davor: Critical > No way! You're fighting for your life!

* S HP:Critical MV:Winded - Davor: Critical > e
A hideous trolloc tries to cleave Davor, but he parries successfully.
Asharek tries to pierce *Davor*, but he parries successfully.
You scythe *Davor*'s body very hard.
You do the best you can!

kill human
* S HP:Critical MV:Winded - Davor: Critical > e
You do the best you can!

* S HP:Critical MV:Winded - Davor: Critical > kill human
*Davor* leaves south.
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.

e
* S HP:Critical MV:Winded > kill human
*Davor* has arrived from the south.
You scythe *Davor*'s body hard.
*Davor* panics, and attempts to flee!
Asharek pierces *Davor*'s body hard.
*Davor* is mortally wounded, and will die soon, if not aided.

* S HP:Critical MV:Winded - Davor: Critical > No way! You're fighting for your life!

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

* S HP:Critical MV:Winded - Davor: Critical > No way! You're fighting for your life!

kill human
* S HP:Critical MV:Winded - Davor: Critical > kill human
You do the best you can!

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

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

get all corpse
* S HP:Critical MV:Winded - Davor: Critical > You don't have a corpse.

* S HP:Critical MV:Winded - Davor: Critical > get all corpse

Asharek pierces *Davor*'s left foot extremely hard.
*Davor* 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 *Davor*'s death cry.

* S HP:Critical MV:Winded > get all corpse

Asharek narrates 'dead'

* S HP:Critical MV:Winded > n
kill human
kill human
kill human
You get a thin vial of yellow fluid from the corpse of Davor.
You get a pair of lissome leather boots with metal capped toes from the corpse of Davor.
You get a pair of thick, gold-plated greaves from the corpse of Davor.
You get a belt with a buckle of cuendillar from the corpse of Davor.
You get a heron marked longsword from the corpse of Davor.
You get a silver etched shield from the corpse of Davor.
You get a silver Kandori wristcuff from the corpse of Davor.
You get a silver Kandori wristcuff from the corpse of Davor.
You get a sturdy pair of full leather gauntlets from the corpse of Davor.
You get a pair of polished, gold-plated vambraces from the corpse of Davor.
You get a backpack from the corpse of Davor.
You get a cloak of shifting colors from the corpse of Davor.
You get an engraved gold-plated breastplate from the corpse of Davor.
a white hart pendant: You can't take that!
a weathered, storm-gray gorget: You can't take that!
You get a strange, insectoid helm from the corpse of Davor.
You get a gold ring delicately carved with ivy from the corpse of Davor.
You get a gold ring delicately carved with ivy from the corpse of Davor.
You get an oilstone from the corpse of Davor.
You get a crystal lightstick from the corpse of Davor.

kill human
* S HP:Critical MV:Winded > a white hart pendant: You can't take that!
a weathered, storm-gray gorget: You can't take that!

* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.

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

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

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

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

Rakkard
Posts: 19
Joined: Fri Jun 24, 2016 9:14 am

Re: 3 kill snippets from extended PK session today

Post by Rakkard » Tue Jul 25, 2017 2:52 pm

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

Chased Bofin to Kajin area

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

* S HP:Critical MV:Winded > kill human
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
A Shienaran sergeant watches for the enemy here.

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

* S HP:Critical MV:Winded > n
n

*Bofin* has arrived from the south, riding a warhorse.
Asharek tries to pierce *Bofin*, but he deflects the blow.

* S HP:Critical MV:Winded > Hidden Path
You are almost at the tower now, which fills the opening in the trees that you
can see farther up the path. Very faint scuff marks and faint footprints lead
up to the tower. The trees looming up beside and over the path block out all
light here, and you can't see the sky. The path continues to the south, and
you can't see the end because of the enveloping shadows.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.

* S HP:Critical MV:Winded > 0
Entrance to Clearing
A canopy of trees covers you, ending at a clearing. An old, gray tower looms
over the trees right before you. The hidden path comes to an end here, along
with the clearing. There is an ominous feel to the air here, with the lack
of any sounds of wildlife permeating the trees.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.

* S HP:Critical MV:Winded > s
[where ]
Players in your Zone
--------------------
Rakkard - Entrance to Clearing
Asharek - Branch in Hidden Path
You catch a faint scent of a horse nearby.

s
* S HP:Critical MV:Winded > kill human
Hidden Path
You are almost at the tower now, which fills the opening in the trees that you
can see farther up the path. Very faint scuff marks and faint footprints lead
up to the tower. The trees looming up beside and over the path block out all
light here, and you can't see the sky. The path continues to the south, and
you can't see the end because of the enveloping shadows.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.

* S HP:Critical MV:Weary > bash
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
A sergeant is here, fighting Asharek.
A sergeant is here, fighting Asharek.
*Bofin* is here, fighting Asharek, riding a warhorse.
Asharek the Master Havoc is here, fighting Bofin.
A sergeant is here, fighting Asharek.

* S HP:Critical MV:Weary > You scythe *Bofin*'s right leg hard.

*Bofin* panics, and attempts to flee!eaten - Bofin: Critical >


Asharek tries to pierce *Bofin*, but he deflects the blow.

*
Asharek panics, and attempts to flee!

*
*Bofin* leaves east riding a warhorse.

=
A sergeant barely blasts Asharek's left leg.
A sergeant tries to blast Asharek, but he deflects the blow.
A sergeant tries to blast Asharek, but he parries successfully.

-e
Cancelled.
*Bofin* has arrived from the east, riding a warhorse.
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Weary > kill human
e
They aren't here.

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

w
* S HP:Critical MV:Weary > kill human
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
Asharek the Master Havoc is standing here.
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Weary > bash
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
*Bofin* is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* S HP:Critical MV:Weary > You try to scythe *Bofin*, but he parries successfully.

- ary - Bofin: Critical >
A sergeant bellows 'dZM[z EqY DYkV FWyAg KW?VHHv [T` G]R` GnfcmlYC'
A sergeant bellows 'ZxMyn rDO MUhZ WvdQE rzuLqSp eXs FUfG qcMoOElW'
A sergeant bellows 'Ay@\s PcB f[dD S@QbW nXePDkz ?fc qC?i zyb[jsxm'

=
Asharek pierces *Bofin*'s right leg hard.

+
*Bofin* panics, and attempts to flee!

-
*Bofin* leaves south riding a warhorse.

=
They're not here anymore!

* S HP:Critical MV:Weary > s
kill human
bash
*Bofin* has arrived from the south, riding a warhorse.
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.

* S HP:Critical MV:Weary > They aren't here.

* S HP:Critical MV:Weary > Bash who?

n
* S HP:Critical MV:Weary > kill human

A sergeant has arrived from the north.
A sergeant has arrived from the north.
A sergeant has arrived from the north.

bash
* S HP:Critical MV:Weary > Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
*Bofin* is standing here, riding a warhorse.

* S HP:Critical MV:Weary > *Bofin* tries to lance you, but you deflect the blow.
You do the best you can!

ary - Bofin: Critical >
*Bofin* lances your body very hard.
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!


*Bofin* panics, and attempts to flee!


You flee head over heels.
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
Failed to correct map position after fleeing.
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

kill human
* S HP:Critical MV:Weary > kill human
A sergeant bellows 'jc_sr Gri _vMf NJVyX heOUrGD sKT yQvJ t^jdMj\x'
A sergeant bellows 't]pxx Afe yhOu Gx\F? qZbvnyi qWH SzkX lMMaJGDh'
A sergeant bellows 'Af]zC o^` N@kh PkzLU UCgi?C@ oWe BMyL O\jNXWfr'
They aren't here.

* S HP:Critical MV:Weary > They aren't here.

* S HP:Critical MV:Weary > n
kill human
Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.

* S HP:Critical MV:Weary > bash
They aren't here.

* S HP:Critical MV:Weary > Bash who?

* S HP:Critical MV:Weary > e
e
kill human
Branch Path
To the east, you can see the path bend north sharply, twisting behind the
trees, and to the west, you can see it merge with another path that runs
north and south. Looking around, you can spot the tip of a tower to the north,
rising over the trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
*Bofin* is standing here, riding a warhorse.
A Shienaran scout blends into the surroundings here.

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

* S HP:Critical MV:Weary > They aren't here.

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

kill human
* S HP:Critical MV:Weary > Branch in Hidden Path
Gravel crunches slightly as you make your way through the old path. Oddly, the
path branches here - you only notice the little path leading off into the dark
woods to the east as you stand right next to it. The tower lies to the north,
and south you can see the end of the path you are on.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.

bash
* S HP:Critical MV:Weary > They aren't here.

* S HP:Critical MV:Weary > Bash who?

* S HP:Critical MV:Weary > s
kill human
bash
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
*Bofin* is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
Asharek narrates 'where'

* S HP:Critical MV:Weary > You try to scythe *Bofin*, but he deflects the blow.

ary - Bofin: Critical >
A sergeant bellows 'pV@ZY @cg M[EP kTdIY XNiO^xI Mn_ wuM` k]aBwZ_['
A sergeant bellows 'dFFXD RG? z^NK mwGfX _IGb[Wg CXi DrDQ SLYdIdlI'
A sergeant bellows '@GfYL y[[ vFtS v[P]X BVuAlIp vVw rKxe EEH_RGsf'

f
Cancelled.
You panic and attempt to flee!

sc
nar 2n burnt
e
A sergeant joins Bofin's fight!
A sergeant joins a sergeant's fight!
A sergeant joins a sergeant's fight!
A sergeant tries to blast you, but you parry successfully.
A sergeant tries to blast you, but you deflect the blow.
A sergeant tries to blast you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
You flee head over heels.
Hidden Path
The trees to either side loom up beside and over this path, concealing the
Failed to correct map position after fleeing.
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
Asharek the Master Havoc is standing here.
You have 52(411) hit and 73(263) movement points.
You have scored 108584012 experience points and 1117 quest points.
You need 1727235351 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 1190 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

* S HP:Critical MV:Weary > You narrate '2n burnt'

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

* S HP:Critical MV:Weary > kill human
kill human
*Bofin* has arrived from the north, riding a warhorse.
You try to scythe *Bofin*, but he parries successfully.
Asharek pierces *Bofin*'s body hard.

* S HP:Critical MV:Weary - Bofin: Critical > kill human
You do the best you can!

* S HP:Critical MV:Weary - Bofin: Critical > bash
You do the best you can!

ary - Bofin: Critical >
Asharek tries to pierce *Bofin*, but he parries successfully.
*Bofin* panics, and attempts to flee!

*
*Bofin* leaves north riding a warhorse.

n
+kill human
Cancelled.
Hidden Path
You wonder how old this path is - it is well worn, but still totally concealed
from the sky, for some reason. You can barely see the sky from here, so totally
do the trees cover the path. However, you can just barely glimpse the bottom of
a tower ahead to the north, at the end of this path.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* S HP:Critical MV:Weary > bash
*Bofin* has arrived from the north, riding a warhorse.
You try to scythe *Bofin*, but he parries successfully.
Asharek tries to pierce *Bofin*, but he parries successfully.

- ary - Bofin: Critical >
Asharek tries to pierce *Bofin*, but he deflects the blow.
A sergeant joins Bofin's fight!
A sergeant joins a sergeant's fight!
A sergeant joins a sergeant's fight!

-
Asharek pierces *Bofin*'s body hard.

=
Your bash at *Bofin* sends him sprawling!

* S HP:Critical MV:Weary - Bofin: Critical >
A sergeant tries to blast Asharek, but he deflects the blow.
A sergeant tries to blast you, but you parry successfully.
A sergeant tries to blast Asharek, but he deflects the blow.
Asharek pierces *Bofin*'s right leg.
You scythe *Bofin*'s left leg very hard.
*Bofin* is mortally wounded, and will die soon, if not aided.

* S HP:Critical MV:Weary > kill human
You scythe *Bofin*'s right foot into bloody fragments!
*Bofin* 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 *Bofin*'s death cry.

* S HP:Critical MV:Weary >
Asharek narrates 'nice'

* S HP:Critical MV:Weary > s
Hidden Path
The trees to either side loom up beside and over this path, concealing the
break among the trees that would have given this path away. A gate, totally
covered with shrubs, and cleverly shaped in the form of trees, leads south
to the road. Small tracks lead north, along the path, from the gate.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.

* S HP:Critical MV:Weary > sc
n
You have 52(411) hit and 69(263) movement points.
You have scored 108584012 experience points and 1117 quest points.
You need 1727235351 exp to level and 1883 qp to rank.
You have acquired 13 alt qps to date.
You have amassed 1260 Turn points to date.
You have played 11 days and 10 hours (real time).
This ranks you as Rakkard the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

Vaen
Posts: 199
Joined: Wed Jun 10, 2015 2:20 pm

Re: 3 kill snippets from extended PK session today

Post by Vaen » Tue Jul 25, 2017 4:47 pm

Good dung, boi.

Jaster
Posts: 370
Joined: Fri Apr 03, 2015 1:17 pm

Re: 3 kill snippets from extended PK session today

Post by Jaster » Tue Jul 25, 2017 5:18 pm

Nice reads

Equitant
Posts: 174
Joined: Sat Mar 21, 2015 8:30 pm

Re: 3 kill snippets from extended PK session today

Post by Equitant » Tue Jul 25, 2017 6:08 pm

Great stuff. Post more logs!

Harun
Posts: 170
Joined: Wed Sep 02, 2015 9:45 pm

Re: 3 kill snippets from extended PK session today

Post by Harun » Tue Jul 25, 2017 6:12 pm

Great log.
5. Harun of Arafel
-- slew Zeeb the Wolfish Trolloc on the 11th of Shaldine, 1173

6. Davor the hunter of the Borderlands [Gaidin]
-- slew Lockjaw the Ramshorned Trolloc on the 14th of Shaldine, 1179

7. Sarryn the hunter of Saldaea [Illian Companion]
-- slew Rig the Wolfish Trolloc on the 25th of Choren, 1179

Atlan
Posts: 91
Joined: Fri Nov 25, 2016 10:54 am

Re: 3 kill snippets from extended PK session today

Post by Atlan » Tue Jul 25, 2017 11:02 pm

Great logs and impressive playing.

Post Reply