Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Macrone
Posts: 1
Joined: Fri Jul 21, 2023 7:42 pm

Re: Stab Thread

Post by Macrone » Thu Jul 27, 2023 10:09 pm

Was hoping to land on Sarras but got Sideous

* HP:Hurt MV:Fresh - Sarras: Healthy >
Kanae slices *Axxye*'s left leg into bloody fragments!

* HP:Hurt MV:Fresh - Sarras: Healthy >

*Sarras* releases streaks of Fire at Gretchen, who screams in pain.

* HP:Hurt MV:Fresh - Sarras: Healthy >

A black messenger pigeon flutters its wings.
A black messenger pigeon leaves south. vv
Gretchen panics, and attempts to flee!

* HP:Hurt MV:Fresh - Sarras: Healthy >
Gretchen leaves south riding a warhorse.

* HP:Hurt MV:Fresh - Sarras: Healthy >

Kanae tries to slice *Axxye*, but he parries successfully.
A sergeant tries to pound Sarras, but he deflects the blow.
Alesso tries to hack *Sarras*, but he deflects the blow.
You pierce *Sarras*'s body.
Dornel slashes *Axxye*'s left arm into bloody fragments!
A member of the Lancer cavalry tries to slash Axxye, but he deflects the blow.
A member of the Lancer cavalry slashes Axxye's right leg extremely hard.
*Sarras* avoids being bashed by Alesso who loses his balance and falls!

* HP:Hurt MV:Fresh - Sarras: Scratched >
*Axxye* panics, and attempts to flee!

* HP:Hurt MV:Fresh - Sarras: Scratched >
*Axxye* leaves south riding a shadow stallion.
Kanae tries to slice *Sarras*, but he parries successfully.

* HP:Hurt MV:Fresh - Sarras: Scratched >

*Sarras* panics, and attempts to flee!

* HP:Hurt MV:Fresh - Sarras: Scratched >

*Sarras* leaves east riding a shadow stallion.

* HP:Hurt MV:Fresh >
p
k dark
p
k dark

Kanae now follows Dornel.

p
k dark
* HP:Hurt MV:Fresh > They aren't here.

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

l
* HP:Hurt MV:Fresh > Alesso clambers to his feet.
They aren't here.

p
k dark
* HP:Hurt MV:Fresh > Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: South: Kanae the Bannerman is standing here, riding a gray palfrey.
Alesso {Shienaran Lancer Applicant} is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
Dornel {Apprentice to Rikkus Gaidin} is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

p
k dark
* HP:Hurt MV:Fresh >
They aren't here.

* HP:Hurt MV:Fresh >
A sergeant bellows 'Rally the forces, the dreadlords approach!'
A soldier has arrived from the south.
They aren't here.

* HP:Hurt MV:Fresh >
ride
Kanae is now a member of Dornel's group.
You start riding him.

l
* R HP:Hurt MV:Fresh >
p
k dark
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: A tough Shienaran soldier waits here.
Kanae the Bannerman is standing here, riding a gray palfrey.
Alesso {Shienaran Lancer Applicant} is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dornel {Apprentice to Rikkus Gaidin} is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Hurt MV:Fresh >
They aren't here.
Gretchen narrates 'am going in'

* R HP:Hurt MV:Fresh >
scan e
*Sarras* is standing here, riding a shadow stallion.
*Sideous* is standing here.
*Erulak* is here, fighting a black stallion, riding a shadow stallion.
A black stallion is here, fighting Erulak.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Hurt MV:Fresh >

Kanae narrates 'am in garbage, care'

* R HP:Hurt MV:Fresh >
nar 1e
You narrate '1e'

* R HP:Hurt MV:Fresh >
scan e
*Sarras* is standing here, riding a shadow stallion.
*Sideous* is standing here.
*Erulak* is here, fighting a black stallion, riding a shadow stallion.
A black stallion is here, fighting Erulak.
A chestnut stallion trots about.
A chestnut stallion trots about.

* R HP:Hurt MV:Fresh >
l
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: A tough Shienaran soldier waits here.
Kanae the Bannerman is standing here, riding a gray palfrey.
Alesso {Shienaran Lancer Applicant} is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dornel {Apprentice to Rikkus Gaidin} is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Hurt MV:Fresh >

The master of scouts narrates 'Sideous was spotted Path Junction'

* R HP:Hurt MV:Fresh >
nar is 3
You narrate 'is 3'

l
* R HP:Hurt MV:Fresh >
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: A tough Shienaran soldier waits here.
Kanae the Bannerman is standing here, riding a gray palfrey.
Alesso {Shienaran Lancer Applicant} is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Dornel {Apprentice to Rikkus Gaidin} is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

* R HP:Hurt MV:Fresh >
Tic in 7 seconds!
scan e
*Sarras* is standing here, riding a shadow stallion.
*Sideous* is standing here.
*Erulak* is here, fighting a chestnut stallion, riding a shadow stallion.
A chestnut stallion is here, fighting Erulak.
A chestnut stallion trots about.

* R HP:Hurt MV:Fresh >
dism
4
You stop riding him.

* HP:Hurt MV:Fresh >
[sneak ]
Ok, you'll try to move silently for a while.

* S HP:Hurt MV:Fresh >
e
h
x
backstab h.dark
Campsite
Looking around the northeast corner of the clearing, you think you spot some
holes in the ground. More tracks and trash litter the ground here, and you
wonder who lived here - they obviously didn't care much for keeping the camp
orderly.
[ obvious exits: S W ]
Zone: Borderlands North of Fal Dara
West: A tough Shienaran soldier waits here.
The corpse of a black stallion is lying here.
The corpse of a chestnut stallion is lying here.
*Sideous* is standing here.
*Erulak* is here, fighting a chestnut stallion, riding a shadow stallion.
A chestnut stallion is here, fighting Erulak.
A chestnut stallion trots about.

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

* S HP:Hurt MV:Full >
You silently approach your victim...
-=+
A chestnut stallion tries to hit Erulak, but it dodges the attack.
*Erulak* slashes a chestnut stallion's right leg extremely hard.
**+=- -=+
A sergeant bellows 'Rally the forces, the dreadlords approach!'
A sergeant bellows 'Argh! The foul beast Sorvitor has been spotted!'

*
*Sideous* makes a strange sound as you place a silver sai in his back!
*Sideous* 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 *Sideous*'s death cry.

* S HP:Hurt MV:Full >
A chestnut stallion tries to hit Erulak, but it dodges the attack.
*Erulak* slashes a chestnut stallion's left foot into bloody fragments!
A chestnut stallion is dead! R.I.P.
Your blood freezes as you hear a chestnut stallion's death cry.

* S HP:Hurt MV:Full >

*Erulak* hisses 'man would go faster if you ' <-- LOL

* S HP:Hurt MV:Full >

*Erulak* tries to slash you, but you parry successfully.

* S HP:Hurt MV:Full - Erulak: Hurt >
w
cw
f

*Erulak* gets two very used boots with steel toe caps from the corpse of Sideous.
*Erulak* gets a pair of dirty leather trousers with chainmail kneecaps from the corpse of Sideous.
*Erulak* gets a dark, barbed flail from the corpse of Sideous.
*Erulak* gets a full wooden shield from the corpse of Sideous.
*Erulak* gets thick, stained, and oily workgloves from the corpse of Sideous.
*Erulak* gets a set of bulky leather shoulderpads from the corpse of Sideous.
*Erulak* gets a backpack from the corpse of Sideous.
*Erulak* gets a burnished metal breastplate from the corpse of Sideous.
*Erulak* gets a padded leather helmet from the corpse of Sideous.

* S HP:Hurt MV:Full - Erulak: Hurt >
A sergeant bellows 'Rally the forces, the dreadlords approach!'

* S HP:Hurt MV:Full - Erulak: Hurt >
No way! You're fighting for your life!

* S HP:Hurt MV:Full - Erulak: Hurt > You try to pierce *Erulak*, but it parries successfully.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 195 hit points.

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


*Erulak* stares at the sky.


You flee head over heels.
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
East: South: A tough Shienaran soldier waits here.
Kanae the Bannerman is standing here, riding a gray palfrey.
Alesso {Shienaran Lancer Applicant} is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
Dornel {Apprentice to Rikkus Gaidin} is standing here, riding a warhorse.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.

nar sideous rip
* S HP:Hurt MV:Full >
A sergeant bellows 'Argh! The foul beast Sorvitor has been spotted!'
You narrate 'sideous rip'

* S HP:Hurt MV:Full >

erulak
Posts: 190
Joined: Thu Aug 31, 2017 7:11 pm

Re: Stab Thread

Post by erulak » Thu Jul 27, 2023 11:15 pm

Yeah, was wondering why he wasn't finishing the horse -- turns out he was LD the whole time. :-p

Gizmo
Posts: 66
Joined: Thu Sep 22, 2016 6:30 pm

Re: Stab Thread

Post by Gizmo » Sun Jul 30, 2023 11:24 am

* S HP:Healthy MV:Strong > Players in your Zone
--------------------
Gizmo - An Empty Square

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

* S HP:Healthy MV:Strong >
stat
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.8 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

* S HP:Healthy MV:Strong >
nar no one in fd
You narrate 'no one in fd'
*Elmer* has arrived from the east, riding a warhorse.

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

* S HP:Healthy MV:Strong > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: A run-down looking man wanders aimlessly, collecting lost belongings.
South: A man walks among the horses here feeding them and rubbing them down.
West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Elmer* is standing here, riding a warhorse.

* S HP:Healthy MV:Strong >
*Elmer* tries to scythe you, but you deflect the blow.

* S HP:Healthy MV:Strong - Elmer: Healthy >
nar nvm
You narrate 'nvm'

* S HP:Healthy MV:Strong - Elmer: Healthy >
You pierce *Elmer*'s body.

* S HP:Healthy MV:Strong - Elmer: Scratched >
You pierce *Elmer*'s body.

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

* S HP:Healthy MV:Strong - Elmer: Scratched >
You barely pierce *Elmer*'s body.

* S HP:Healthy MV:Strong - Elmer: Scratched >
nar elmer came in as i said that
You narrate 'elmer came in as i said that'

* S HP:Healthy MV:Strong - Elmer: Scratched >
l elmer
A stout man of average height, his bald pate gleams in the light. A brace of conies hangs from his belt.
When not practicing the forms, or utilizing the forms against the Shadow, he can usually be found gnawing on a roasted rabbit leg.

Elmer has a few scratches.

*Elmer* is using:
<used as light> a crystal lightstick
<worn on head> a full metal helmet and visor
<worn about body> a black wool cape embroidered with a swooping hawk
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a wickedly scythed longsword
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

You attempt to peek at the inventory:
You can't see anything.

* S HP:Healthy MV:Strong - Elmer: Scratched >
*Elmer* tries to scythe you, but you deflect the blow.
You barely pierce *Elmer*'s left leg.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
r
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Healthy MV:Fresh - Elmer: Scratched >
You barely pierce *Elmer*'s body.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
You barely pierce *Elmer*'s body.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
You dodge a bash from *Elmer* who loses his balance and falls!

* S HP:Healthy MV:Fresh - Elmer: Scratched >
nar i shall lure him outside!
You narrate 'i shall lure him outside!'

* S HP:Healthy MV:Fresh - Elmer: Scratched >
You barely pierce *Elmer*'s left leg.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
*Elmer* looks at you.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
stat
r
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.8 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Healthy MV:Fresh - Elmer: Scratched > [change mood wimpy]
Mood changed to: Wimpy

* S HP:Healthy MV:Fresh - Elmer: Scratched >
smile
You smile happily.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
You tickle *Elmer*'s right hand with your pierce.
You pierce *Elmer*'s head.

* S HP:Healthy MV:Fresh - Elmer: Scratched >
l n

*Elmer* sends you sprawling with a powerful bash!

* S HP:Scratched MV:Fresh - Elmer: Scratched >
*Elmer* gracefully changes forms to Lightning of Three Prongs.
*Elmer* scythes your body into bloody fragments!

* S HP:Hurt MV:Fresh - Elmer: Scratched >
*Elmer* scythes your right arm into bloody fragments!

* S HP:Hurt MV:Fresh - Elmer: Scratched > The olddoor is closed.

* S HP:Hurt MV:Fresh - Elmer: Scratched >
not
f
You stop paying increased attention to your surroundings.

* S HP:Hurt MV:Fresh - Elmer: Scratched > You panic and attempt to flee!


You flee head over heels.
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
North: An iron lantern hangs from the wall above the gate.
A man walks among the horses here feeding them and rubbing them down.
A tough Shienaran soldier waits here.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* S HP:Hurt MV:Full >
A merchant guard tries to slash you, but you deflect the blow.
A merchant guard joins a merchant guard's fight!
A soldier joins a merchant guard's fight!

* S HP:Hurt MV:Full - a merchant guard: Scratched >
scan n

A soldier tries to scythe you, but you deflect the blow.
A merchant guard tries to slash you, but you parry successfully.
You try to pierce a merchant guard, but he deflects the blow.
A merchant guard tries to slash you, but you deflect the blow.

* S HP:Hurt MV:Full - a merchant guard: Scratched > *Elmer* is standing here, riding a warhorse.

* S HP:Hurt MV:Full - a merchant guard: Scratched >
f
You panic and attempt to flee!

east
east
*Elmer* has arrived from the north, riding a warhorse.
You flee head over heels.
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
East: A run-down looking man wanders aimlessly, collecting lost belongings.
South: West: A black cat meanders to an unknown destination.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
North: A man meanders here, quietly speaking to himself.
East: An elite Shienaran guard attends his duties.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Hurt MV:Full > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
South: A run-down looking man wanders aimlessly, collecting lost belongings.
West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
An elite Shienaran guard attends his duties.
A mangy cat scurries around trying not to get stepped on.
The Fal Dara town crier stands here, spreading the news.

* S HP:Hurt MV:Full >
north
north
north
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
North: A Shienaran guard patrols here, watching you carefully.
South: An elite Shienaran guard attends his duties.
A hanging lantern lights the path.

* S HP:Hurt MV:Full > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
Lord Dremond al'Moran stands nearby.
A tough Shienaran soldier waits here.

* S HP:Hurt MV:Full > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.

* S HP:Hurt MV:Full >
north
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
North: A quiet servant awaits instructions from his master.
East: A tough Shienaran soldier waits here.
West: A grizzled Shienaran veteran looks on.
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* S HP:Hurt MV:Full >
exa barrel
west
It is a wooden barrel.
When you look inside, you see:
barrel (here) :
Nothing.

* S HP:Hurt MV:Full > Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
East: A grizzled Shienaran veteran looks on.
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A Shienaran sergeant watches for the enemy here.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.

* S HP:Hurt MV:Full >
west
In the Southwest Tower
This is one of the guard towers that stands watch over the town of Fal Dara.
Broad stairs lead up along the wall of the tower, allowing many men to rush
to the walls or into the courtyard to sally forth against their enemies. It
is dusty and chill, and rather barren.
[ obvious exits: E U ]
East: A grizzled Shienaran veteran looks on.
Up: A Shienaran guard patrols here, watching you carefully.

* S HP:Hurt MV:Full >
up
Atop the Southwest Tower
This large, circular chamber gives a clear view of tthe southern half of the
city and it's environs. Far off to he south, the forest begins to grow
again. Arrow slits along the walls would afford archers clear shots into the
streets around the keep and into the courtyard.
[ obvious exits: N D ]
North: A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
An archer draws his bow with a steady hand and a sharp eye.

* S HP:Hurt MV:Full >
north
north
Along the Walls
Here along the high western wall of the keep you have a clear view of the
the inner courtyard on one side and the outer town on the other. A low
macholated parapit provides excellent cover. Beyond the outer town you
can see the surrounding wilderness of alpine grasslands with scattered
thickets of hemlock and spruce. The only way off this wall, except by
falling, is through the towers north and south of here, respectively.
[ obvious exits: N S ]
North: A grizzled Shienaran veteran looks on.
South: A Shienaran guard patrols here, watching you carefully.
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.

* S HP:Hurt MV:Full >
j
Top of the Northwest Tower
From the top of this tower one can see the northern and western portions of
Fal Dara outside the keep, as well as the lands beyond extending off into a
shimmering haze that marks the edge of the blight. South of the blight
hearty hemlocks and spruce dot the surrounding grasslands. A good view of
the inner courtyard of the keep is provided from this tower as well. The
keep wall extends east and south of here, while a narrow spiral stair
descends to the lower level of this tower. There is a hole in the north
wall, where there was once a murderhole, out of which you can fall into the
road north of Fal Dara.
[ obvious exits: S D ]
South: A Shienaran guard patrols here, watching you carefully.
Down: A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A tough Shienaran soldier waits here.
An archer draws his bow with a steady hand and a sharp eye.

* S HP:Hurt MV:Full > [jump out]
Ok.

* S HP:Hurt MV:Full >
Gizmo makes a flying leap out of an open window!
OOF!! The fall knocks the wind out of you!
*SNAP* Pain shoots up your leg and into your side!
Ouch!
A soldier tries to scythe you, but you deflect the blow.
You pierce a soldier's head very hard.
A soldier tries to scythe you, but you parry successfully.

* S HP:Wounded MV:Strong - a soldier: Scratched >
l
Little Trail
The woods to the south and east of this trail are so thick that you have no
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A soldier is here, fighting YOU!

* S HP:Wounded MV:Strong - a soldier: Scratched >
where
Players in your Zone
--------------------
Gizmo - Little Trail

* S HP:Wounded MV:Strong - a soldier: Scratched >
You pierce a soldier's left leg hard.
A soldier tries to scythe you, but you parry successfully.

* S HP:Wounded MV:Strong - a soldier: Scratched >
stat
l
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.8 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Strong - a soldier: Scratched > Little Trail
The woods to the south and east of this trail are so thick that you have no
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A soldier is here, fighting YOU!

* S HP:Wounded MV:Strong - a soldier: Scratched >
not
l
You start paying increased attention to your surroundings.

* S HP:Wounded MV:Strong - a soldier: Scratched > Little Trail
The woods to the south and east of this trail are so thick that you have no
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A soldier is here, fighting YOU!

* S HP:Wounded MV:Strong - a soldier: Scratched >
You pierce a soldier's body hard.
A soldier tries to scythe you, but you dodge the attack.

* S HP:Wounded MV:Strong - a soldier: Hurt >
You pierce a soldier's body hard.
A soldier tries to scythe you, but you deflect the blow.

* S HP:Wounded MV:Strong - a soldier: Hurt >
You pierce a soldier's body very hard.
A soldier tries to scythe you, but you parry successfully.

* S HP:Wounded MV:Strong - a soldier: Hurt >
*Elmer* has arrived from the north, riding a warhorse.

* S HP:Wounded MV:Strong - a soldier: Hurt >
You pierce a soldier's body hard.

* S HP:Wounded MV:Strong - a soldier: Wounded >
*Elmer* tries to scythe you, but you parry successfully.

* S HP:Wounded MV:Strong - a soldier: Wounded >
You pierce a soldier's body.
A soldier tries to scythe you, but you parry successfully.

f
* S HP:Wounded MV:Strong - a soldier: Wounded >
You panic and attempt to flee!

not
You flee head over heels.
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
North: A raven is here flying around.
You stop paying increased attention to your surroundings.

* S HP:Wounded MV:Strong >
north
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
A raven is here flying around.
A raven is here flying around.

* S HP:Wounded MV:Strong >
stat
h
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.8 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Strong > [hide ]
You look around for somewhere to conceal yourself, but to no avail.

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

* S HP:Wounded MV:Strong >
south
h
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
North: A raven is here flying around.

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

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

* S HP:Wounded MV:Tiring >
where

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

* S HP:Wounded MV:Tiring > *Elmer* tries to scythe you, but you parry successfully.
Players in your Zone
--------------------
Gizmo - The Dusty Road
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Tiring - Elmer: Scratched >
stat
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.8 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Tiring - Elmer: Scratched >
You barely pierce *Elmer*'s body.
Your heartbeat calms down more as you feel less panicked.

* S HP:Hurt MV:Strong - Elmer: Scratched >
stroke
You stroke your chin thoughtfully.

* S HP:Hurt MV:Strong - Elmer: Scratched >
*Elmer* sends you sprawling with a powerful bash!

* S HP:Hurt MV:Strong - Elmer: Scratched >
*Elmer* spins on one heel, changing forms to The Cat Dances on the Wall.
*Elmer* scythes your body extremely hard.

* S HP:Wounded MV:Strong - Elmer: Scratched >
*Elmer* assumes Water Flows Downhill.
*Elmer* scythes your left hand extremely hard.

* S HP:Wounded MV:Strong - Elmer: Scratched >
You pierce *Elmer*'s right arm.

* S HP:Wounded MV:Strong - Elmer: Scratched >
f
You panic and attempt to flee!


You flee head over heels.
The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
South: A raven is here flying around.
A raven is here flying around.

* S HP:Wounded MV:Strong >
south
east
east
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
North: A raven is here flying around.
*Elmer* is standing here, riding a warhorse.

* S HP:Wounded MV:Strong >
east
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
West:
* S HP:Wounded MV:Strong > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.

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

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

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

* S HP:Wounded MV:Strong > Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
east
Road to Tarwin's Gap
Both to the north and south, the forest stretches on. The jagged black peaks
of the Mountains of Dhoom can be seen thrusting into the northern sky. To the
northwest, the tip of a tower can be seen poking through the forest, while the
road itself leads east and west. Ancient and broken road markers are set into
the earth beside the road, half-buried by time.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
east
The Dusty Road
The dusty road plunges deeper into the sickly forest. The smell of rotten wood
permeates through the deathly still air. Twisted trees border the road, their
boughs crossing over the road forming a natural archway.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
east
east
The Dusty Road
The sickly sweet smell becomes almost suffocating to those not used to
travelling this close to the Blight. Tracks of animals criss-cross over the
dusty road, disappearing into the foliage bordering the road.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
north
The Dusty Road
A massive tree has fallen across the road here, its rotten girth since split
apart by heavy wagons winding their way through the forest road. Common forest
birds like robins and sparrows have been replaced by crows and ravens that fix
their beady eyes on travellers.
[ obvious exits: N E W ]

east
* S HP:Wounded MV:Strong >
north
A Winding Road
The dusty road takes a turn around a small rock outcropping, turning to the
north as it heads through the encroaching forest. Vines and creepers snake
their way onto the rarely frequented road in search of sustenance. An
occasional cobblestone breaks through the dust and dirt suggesting that this
road was once well used and maintained.
[ obvious exits: N W ]

* S HP:Wounded MV:Strong >
east
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.

A big sign has been put up here.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong > A Pine Forest
Pine needles, long since turned brown cover the forest floor. Giant
mushrooms thrive on the decaying matter. Some form large plate-like
growths, others more tubular in nature. The trees grow in such proximity it
becomes very difficult to move through the forest.
[ obvious exits: N E W ]

* S HP:Wounded MV:Strong >
east
A Fork Before a Crumbling Tower
The road forks here around an ancient crumbling tower, long since abandoned.
Vines and hedges sprawl across the rubble, claiming back what civilization once
took. Much of the tower still remains intact, though its roof and one side has
crumbled to the ground.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Tiring >
north
A Winding Road
Stones of various size cover the ground here, seeming to have made their
way from the crumbling tower to the east via soldiers kicking them out of
their way. The temperature is usually cooler than that closer to the
Blight, but not as cold as in most of the northlands.
[ obvious exits: E S W ]

* S HP:Wounded MV:Tiring >
north
A Winding Road
The road winds sharply here, heading south and east. The hard-packed earth
makes little impression of traveling groups other than wagons. Small stones
litter the ground, making travel uncomfortable.
[ obvious exits: E S W ]

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

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

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

north
* S HP:Wounded MV:Tiring >
north
Amongst the Rubble
Large stones and small cover the immediate area. Most are worn from the
elements, but one side on each has been smoothed and polished. There is no
pattern to them, other than in its randomness. The ground is pitted in some
places, and many of the stones are somewhat underground.
[ obvious exits: N S W ]
North: A Shienaran sergeant watches for the enemy here.

* S HP:Wounded MV:Tiring > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
A weapon rack stands on the ground here, ready to store weapons.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* S HP:Wounded MV:Tiring >
east
A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
South: A Shienaran sergeant watches for the enemy here.

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

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

* S HP:Wounded MV:Tiring >
north
east
east
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Tiring > A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]

* S HP:Wounded MV:Tiring >
north
Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
East: A Shienaran scout blends into the surroundings here.

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

* S HP:Wounded MV:Tiring > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Tiring >
north
east
Alas, you cannot go that way...

* S HP:Wounded MV:Tiring > The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
West: A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Tiring >
north
east
Shadowing a Road
Brittle strands of green and brown grasses cover the area. Small shrubs
with bright red berries also make their home here. A small burnmark in the
center of the area is surrounded by stones, perhaps seeing occasional use
as a campfire pit. To the south and east, the Dusty road can be seen.
[ obvious exits: E S ]
A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Tiring > The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]

* S HP:Wounded MV:Tiring >
east
north
Alas, you cannot go that way...

* S HP:Wounded MV:Tiring > The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]

* S HP:Wounded MV:Tiring >
south
west
west
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]

* S HP:Wounded MV:Tiring >
south
Shadowing a Road
Brittle strands of green and brown grasses cover the area. Small shrubs
with bright red berries also make their home here. A small burnmark in the
center of the area is surrounded by stones, perhaps seeing occasional use
as a campfire pit. To the south and east, the Dusty road can be seen.
[ obvious exits: E S ]
A Shienaran scout blends into the surroundings here.

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

west
* S HP:Wounded MV:Tiring > The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
West: A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Tiring > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Tiring >
north
Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
East: A Shienaran scout blends into the surroundings here.

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

* S HP:Wounded MV:Tiring >
west
north
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]

* S HP:Wounded MV:Tiring > Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Shadowing a Road

* S HP:Wounded MV:Tiring >
rst
Arglebargle, glop-glyf!?!

* S HP:Wounded MV:Tiring >
rest
dd
You sit down and rest your tired bones.
You sheath a sharp, red stone dagger into a camouflaged hood.

* S HP:Wounded MV:Tiring > [draw dagger]
You try to quietly draw a sharp, red stone dagger from a camouflaged hood.

* S HP:Wounded MV:Tiring >
not
l
You start paying increased attention to your surroundings.

* S HP:Wounded MV:Tiring > Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Shadowing a Road

* S HP:Wounded MV:Tiring >
eq
You are using:
<worn on finger> a ring of silver
<worn on head> a camouflaged hood
<worn on body> a bearskin tunic
<worn about body> a bright red robe
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a sharp, red stone dagger
<worn about waist> a brightly-colored sash
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* S HP:Wounded MV:Tiring >
sc
You have 257(378) hit and 136(237) movement points.
You have scored 103810968 experience points and 0 quest points.
You need 4689032 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

* S HP:Wounded MV:Tiring >
who
Players
-------
Gizmo the Queen of Aridhol
Shzrei
Shaide the Inflicted Servant [Ghar'ghael]
Blackfang the Wolfish Trolloc

4 players displayed.

* S HP:Wounded MV:Tiring >
rem skin
You stop using a water skin.

* S HP:Wounded MV:Tiring >
drink skin
You drink the blood.
You don't feel thirsty any more.

* S HP:Wounded MV:Tiring >
wear skin
You put a water skin on your belt.

where
* S HP:Wounded MV:Tiring > Players in your Zone
--------------------
Gizmo - Shadowing a Road

stat
* S HP:Wounded MV:Tiring > You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

l
* S HP:Wounded MV:Tiring > Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Wounded MV:Tiring >
sc
You have 257(378) hit and 136(237) movement points.
You have scored 103810968 experience points and 0 quest points.
You need 4689032 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

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

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Shadowing a Road

stat
* S HP:Wounded MV:Tiring > You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Tiring >
sc
You have 272(378) hit and 177(237) movement points.
You have scored 103810968 experience points and 0 quest points.
You need 4689032 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

* S HP:Wounded MV:Tiring >
nar must be a warrior with no track
You narrate 'must be a warrior with no track'

* S HP:Wounded MV:Tiring >
stat
r
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

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

* S HP:Wounded MV:Tiring >
nar there a scout winding for me to hit?
You narrate 'there a scout winding for me to hit?'

* S HP:Wounded MV:Tiring >
where
stat
Players in your Zone
--------------------
Gizmo - Shadowing a Road
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Tiring >
r
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

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

* S HP:Wounded MV:Tiring >
stat
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Tiring >
l
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Wounded MV:Tiring >
sc
You have 287(378) hit and 177(237) movement points.
You have scored 103810968 experience points and 0 quest points.
You need 4689032 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

* S HP:Hurt MV:Tiring >
WHO
Players
-------
Gizmo the Queen of Aridhol
Shzrei
Shaide the Inflicted Servant [Ghar'ghael]
Blackfang the Wolfish Trolloc

4 players displayed.

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

* S HP:Hurt MV:Tiring >
*Elmer* tries to scythe you, but you deflect the blow.

* S HP:Hurt MV:Tiring - Elmer: Scratched >
You pierce *Elmer*'s left arm.
A shivering tree tickles Elmer's body with its hit.
A shivering tree joins a shivering tree's fight!
*Elmer* tries to scythe you, but you parry successfully.
You pierce *Elmer*'s body.

* S HP:Hurt MV:Tiring - Elmer: Scratched >
A shivering tree barely tickles Elmer's body with its hit.
A shivering tree tickles Elmer's body with its hit.
You barely pierce *Elmer*'s body.

* S HP:Hurt MV:Tiring - Elmer: Scratched >
You pierce *Elmer*'s body.
You dodge a bash from *Elmer* who loses his balance and falls!

nar nvm he has found me
* S HP:Hurt MV:Tiring - Elmer: Scratched > You narrate 'nvm he has found me'

* S HP:Hurt MV:Tiring - Elmer: Scratched >
r
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Hurt MV:Tiring - Elmer: Scratched >
A shivering tree barely tickles Elmer's right arm with its hit.
A shivering tree barely tickles Elmer's body with its hit.
You barely pierce *Elmer*'s right leg.

* S HP:Hurt MV:Tiring - a shivering tree: Scratched - Elmer: Hurt >
*Elmer* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - a shivering tree: Scratched - Elmer: Hurt >
*Elmer* leaves west riding a warhorse.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* S HP:Hurt MV:Tiring >

[k light]
They aren't here.

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

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

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

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

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

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

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

* S HP:Hurt MV:Tiring >
l
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Hurt MV:Tiring >
where
3
Players in your Zone
--------------------
Gizmo - Shadowing a Road
You catch a faint scent of a horse nearby.

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

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

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

* S HP:Hurt MV:Tiring >
stat
3
3
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 173, Dodging bonus: 126, Parrying bonus: 120
Your mood is: Brave. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

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

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

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

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

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

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

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

* S HP:Hurt MV:Tiring > *Elmer* has arrived from the west, riding a warhorse.
[k light]
You pierce *Elmer*'s right leg.

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

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

* S HP:Hurt MV:Tiring - Elmer: Hurt > You barely pierce *Elmer*'s head.
A shivering tree barely tickles Elmer's right arm with its hit.
A shivering tree joins a shivering tree's fight!
You pierce *Elmer*'s right hand.
[k light]
You do the best you can!

* S HP:Hurt MV:Tiring - Elmer: Hurt >
A shivering tree barely tickles Elmer's body with its hit.
A shivering tree barely tickles Elmer's left leg with its hit.
*Elmer* tries to scythe you, but you parry successfully.
You pierce *Elmer*'s head.
*Elmer* sends you sprawling with a powerful bash!

* S HP:Hurt MV:Full - Elmer: Hurt >
A shivering tree barely tickles Elmer's body with its hit.
A shivering tree barely tickles Elmer's body with its hit.
*Elmer* scythes your body into bloody fragments!

* S HP:Wounded MV:Full - Elmer: Hurt >
A shivering tree tickles Elmer's right arm with its hit.
A shivering tree barely tickles Elmer's head with its hit.
*Elmer* gracefully changes forms to The Heron Spreads Its Wings.
*Elmer* scythes your head into bloody fragments!
You pierce *Elmer*'s right leg.

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

* S HP:Wounded MV:Full - Elmer: Hurt >
A shivering tree barely tickles Elmer's left foot with its hit.
A shivering tree barely tickles Elmer's body with its hit.
You pierce *Elmer*'s body.

* S HP:Wounded MV:Full - Elmer: Hurt >
f

*Elmer* sends you sprawling with a powerful bash!

* S HP:Wounded MV:Full - Elmer: Hurt >
north
east
3

A shivering tree barely tickles Elmer's right hand with its hit.
A shivering tree barely tickles Elmer's body with its hit.
*Elmer* tries to scythe you, but you deflect the blow.

* S HP:Wounded MV:Full - Elmer: Hurt >
A shivering tree barely tickles Elmer's left leg with its hit.
A shivering tree barely hits Elmer's left leg.
*Elmer* scythes your left arm into bloody fragments!

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

You flee head over heels.
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
*Elmer* is here, fighting a shivering tree, riding a warhorse.
A shivering tree is here, fighting Elmer.
A shivering tree is here, fighting Elmer.

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

* S HP:Battered MV:Strong > [k light]
You pierce *Elmer*'s right leg.

* S HP:Battered MV:Strong - a shivering tree: Healthy - Elmer: Wounded >
*Elmer* panics, and attempts to flee!

* S HP:Battered MV:Strong - a shivering tree: Healthy - Elmer: Wounded >
*Elmer* leaves south riding a warhorse.

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

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

r
* S HP:Battered MV:Strong >
3
[k light]
They aren't here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* S HP:Battered MV:Strong >
where
r
3
Players in your Zone
--------------------
Gizmo - Shadowing a Road
You catch a faint scent of a horse nearby.

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

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

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

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

sc
* S HP:Battered MV:Strong >
3
3
You have 188(378) hit and 212(237) movement points.
You have scored 103812081 experience points and 0 quest points.
You need 4687919 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are standing.

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

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

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

3
* S HP:Battered MV:Strong > *Elmer* has arrived from the south, riding a warhorse.
[k light]
You tickle *Elmer*'s body with your pierce.

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

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

* S HP:Battered MV:Strong - Elmer: Wounded >
A shivering tree barely tickles Elmer's head with its hit.
A shivering tree joins a shivering tree's fight!
A shivering tree barely tickles Elmer's body with its hit.
A shivering tree barely tickles Elmer's body with its hit.
You pierce *Elmer*'s right leg.

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


You dodge a bash from *Elmer* who loses his balance and falls!
You flee head over heels.
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]

* S HP:Wounded MV:Strong >
north
east
Alas, you cannot go that way...

3
* S HP:Wounded MV:Strong >
3
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
*Elmer* is here, fighting a shivering tree, riding a warhorse.
A shivering tree is here, fighting Elmer.
A shivering tree is here, fighting Elmer.

* S HP:Wounded MV:Strong > A shivering tree barely hits Elmer's body.
A shivering tree barely tickles Elmer's body with its hit.
[k light]
You barely pierce *Elmer*'s body.

* S HP:Wounded MV:Strong - a shivering tree: Scratched - Elmer: Wounded > [k light]
You do the best you can!

* S HP:Wounded MV:Strong - a shivering tree: Scratched - Elmer: Wounded >
q
*Elmer* panics, and attempts to flee!
[change mood brave]
Mood changed to: Brave

* S HP:Wounded MV:Strong - a shivering tree: Scratched - Elmer: Wounded >
*Elmer* leaves west riding a warhorse.

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

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

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

* S HP:Wounded MV:Strong >
south
east
A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]

east
* S HP:Wounded MV:Strong > Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
East: A Shienaran scout blends into the surroundings here.

east
* S HP:Wounded MV:Strong > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
East: A Shienaran scout blends into the surroundings here.
A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Strong > The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
West: A Shienaran scout blends into the surroundings here.
A Shienaran scout blends into the surroundings here.

* S HP:Wounded MV:Strong >
east
north
The Dusty Road
The Dusty road curves to the north towards Tarwin's Gap, and west towards
Fal Dara and the southlands. Trees and shrubs line the road to the east and
south, preventing movement in those directions. The wind blows cold here,
as though its been focused further up north.
[ obvious exits: N W ]
West: A Shienaran scout blends into the surroundings here.

north
* S HP:Wounded MV:Strong >
north
The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]

north
* S HP:Wounded MV:Strong > The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]

* S HP:Wounded MV:Strong >
north
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
north
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
A wild stallion bucks madly.

* S HP:Wounded MV:Strong >
north
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Tiring > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

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

* S HP:Wounded MV:Tiring >
sc
You have 201(378) hit and 173(237) movement points.
You have scored 103811154 experience points and 0 quest points.
You need 4688846 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are standing.

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Beneath a Cliff's Ledge
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Tiring >
l
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

* S HP:Wounded MV:Tiring >
rest
dd
You sit down and rest your tired bones.
You sheath a sharp, red stone dagger into a camouflaged hood.

* S HP:Wounded MV:Tiring > [draw dagger]
You try to quietly draw a sharp, red stone dagger from a camouflaged hood.

not
* S HP:Wounded MV:Tiring >
l
You start paying increased attention to your surroundings.

* S HP:Wounded MV:Tiring > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

* S HP:Wounded MV:Tiring >
who
Players
-------
Gizmo the Queen of Aridhol
Shzrei
Shaide the Inflicted Servant [Ghar'ghael]
Blackfang the Wolfish Trolloc

4 players displayed.

* S HP:Wounded MV:Tiring >
sc
You have 201(378) hit and 173(237) movement points.
You have scored 103811154 experience points and 0 quest points.
You need 4688846 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Beneath a Cliff's Ledge
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Tiring >
scan s
Your eyesight is not so keen.

* S HP:Wounded MV:Tiring >
where
Players in your Zone
--------------------
Gizmo - Beneath a Cliff's Ledge
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Tiring >
l
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

* S HP:Wounded MV:Tiring >
stat
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 32, Parrying bonus: 111
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Wounded MV:Tiring >
The sun sets.
The rain stops.
Your heartbeat calms down more as you feel less panicked.

* S HP:Wounded MV:Strong >
sc
You have 215(378) hit and 211(237) movement points.
You have scored 103811154 experience points and 0 quest points.
You need 4688846 exp to reach the next level.
You have amassed 179 Turn points to date.
You have played 24 days and 8 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 50).
You are resting.

* S HP:Wounded MV:Strong >
l
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

* S HP:Wounded MV:Strong >
stand
r
You stop resting, and stand up.

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

* S HP:Wounded MV:Strong >
*Elmer* has arrived from the south, riding a warhorse.

south
* S HP:Wounded MV:Strong > *Elmer* leaves west riding a warhorse.
A rat leaves west.
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]

* S HP:Wounded MV:Strong >
north

A black messenger pigeon flutters its wings.
A black messenger pigeon leaves west.

* S HP:Wounded MV:Strong >
3
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

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

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

* S HP:Wounded MV:Strong >
west
3
Your blood freezes as you hear something's death cry.
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
South: A black messenger pigeon is here.
The corpse of a rat is lying here.
*Elmer* is standing here, riding a warhorse.

* S HP:Wounded MV:Strong > [k light]
You barely pierce *Elmer*'s body.

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

* S HP:Wounded MV:Strong - Elmer: Wounded >
*Elmer* tries to scythe you, but you deflect the blow.
You barely pierce *Elmer*'s right hand.

* S HP:Wounded MV:Strong - Elmer: Wounded >
You pierce *Elmer*'s body.

* S HP:Wounded MV:Strong - Elmer: Wounded >
*Elmer* sends you sprawling with a powerful bash!

* S HP:Wounded MV:Strong - Elmer: Wounded >
*Elmer* scythes your right leg into bloody fragments!

* S HP:Battered MV:Strong - Elmer: Wounded >
*Elmer* gracefully changes forms to Moon Rises Over the Water.
*Elmer* scythes your left hand into bloody fragments!

* S HP:Battered MV:Strong - Elmer: Wounded >
You pierce *Elmer*'s body.
You barely pierce *Elmer*'s body.

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

* S HP:Battered MV:Strong - Elmer: Wounded >
You pierce *Elmer*'s left arm.

* S HP:Battered MV:Strong - Elmer: Wounded >
You barely pierce *Elmer*'s body.

* S HP:Battered MV:Strong - Elmer: Wounded >
stat
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

* S HP:Battered MV:Strong - Elmer: Wounded >
f

You barely pierce *Elmer*'s body.

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


You flee head over heels.
A Winding Road
Like a snake, the wagon rutted road slithers between the hills as it passes
the cliff to the east. Skeletons lie on the road here, left to be picked
clean by carrion eaters and slowly decomposed. An age old battle, it
appears as though some of corpses were eaten and savagely ripped apart.
[ obvious exits: N E S W ]
North:
* S HP:Battered MV:Strong >
east
north
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]

* S HP:Battered MV:Strong > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
A darkfriend trooper stands here.
A darkfriend trooper stands here.
A darkfriend leader stands here.

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

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

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

stat
* S HP:Battered MV:Strong >
3
3
You are a 269 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 18.0 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 126, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 70 Hit Points
Your armor absorbs about 9% on average.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

eq
* S HP:Battered MV:Strong >
3
You are using:
<worn on finger> a ring of silver
<worn on head> a camouflaged hood
<worn on body> a bearskin tunic
<worn about body> a bright red robe
<slung on back> a backpack
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a sharp, red stone dagger
<worn about waist> a brightly-colored sash
<worn on belt> a water skin
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

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

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

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

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

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

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

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

* S HP:Battered MV:Strong >
l gizmo
3

Gizmo has some big nasty wounds and scratches.
<worn on head> a camouflaged hood
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a pair of dark gloves
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<wielded> a sharp, red stone dagger
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

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

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

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

* S HP:Battered MV:Strong >
3
3
*Elmer* has arrived from the west, riding a warhorse.
[k light]
You pierce *Elmer*'s left foot.

* S HP:Battered MV:Strong - Elmer: Wounded >
r
3
[k light]
You do the best you can!

* S HP:Battered MV:Strong - Elmer: Wounded > [change mood wimpy]
Mood changed to: Wimpy

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

* S HP:Battered MV:Strong - Elmer: Wounded >
You barely pierce *Elmer*'s left arm.
A darkfriend trooper joins your fight!
A darkfriend trooper joins a darkfriend trooper's fight!
A darkfriend leader joins a darkfriend trooper's fight!

* S HP:Battered MV:Strong - Elmer: Wounded >
*Elmer* sends you sprawling with a powerful bash!

* S HP:Battered MV:Strong - Elmer: Wounded >
A darkfriend leader barely slashes Elmer's right leg.
A darkfriend trooper tickles Elmer's body with his slash.
A darkfriend trooper tickles Elmer's body with his slash.
*Elmer* scythes your body into bloody fragments!

* S HP:Battered MV:Strong - Elmer: Wounded >
north
east
3

A darkfriend leader barely slashes Elmer's left leg.
A darkfriend trooper barely slashes Elmer's body.
A darkfriend trooper tickles Elmer's right leg with his slash.
*Elmer* assumes The Falling Leaf.
*Elmer* scythes your left arm into bloody fragments!

* S HP:Beaten MV:Strong - Elmer: Wounded > No way! You're fighting for your life!

* S HP:Beaten MV:Strong - Elmer: Wounded > No way! You're fighting for your life!

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

* S HP:Beaten MV:Strong - Elmer: Wounded >
A darkfriend leader tickles Elmer's left arm with his slash.
A darkfriend trooper barely tickles Elmer's body with his slash.
A darkfriend trooper barely tickles Elmer's body with his slash.
You barely pierce *Elmer*'s body.

* S HP:Beaten MV:Strong - Elmer: Battered >
f
You panic and attempt to flee!

change wimp 100

You flee head over heels.
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]

* S HP:Beaten MV:Strong >
north
You will now flee if you go below 100 hit points.

east
* S HP:Beaten MV:Strong > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
*Elmer* is here, fighting a darkfriend trooper, riding a warhorse.
A darkfriend trooper is here, fighting Elmer.
A darkfriend trooper is here, fighting Elmer.
A darkfriend leader is here, fighting Elmer.

3
* S HP:Beaten MV:Strong > Alas, you cannot go that way...

* S HP:Beaten MV:Strong > *Elmer* tries to scythe a darkfriend trooper, but he deflects the blow.
A darkfriend leader barely slashes Elmer's right leg.
A darkfriend trooper tickles Elmer's body with his slash.
A darkfriend trooper tickles Elmer's body with his slash.
[k light]
You pierce *Elmer*'s body.

* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered >
*Elmer* panics, and attempts to flee!

* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered >
3
[k light]
You do the best you can!

* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered >

33
* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered >
3
*Elmer* panics, and attempts to flee!
Arglebargle, glop-glyf!?!

* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered > [k light]
You do the best you can!

3
* S HP:Beaten MV:Strong - a darkfriend trooper: Healthy - Elmer: Battered >
3
3
You barely pierce *Elmer*'s body.
*Elmer* flows effortlessly into Whirlwind on the Mountain.
*Elmer* scythes a darkfriend trooper's body into bloody fragments!
A darkfriend leader barely slashes Elmer's left arm.
A darkfriend trooper tickles Elmer's right arm with his slash.
A darkfriend trooper tickles Elmer's body with his slash.
*Elmer* leaves south riding a warhorse.
[k light]
They aren't here.

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

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

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

* S HP:Beaten MV:Strong >
r
h
[change mood wimpy]
Mood changed to: Wimpy

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

* S HP:Beaten MV:Strong >
The night has begun.
Your heartbeat calms down more as you feel less panicked.

o S HP:Battered MV:Full >
*Elmer* has arrived from the south, riding a warhorse.

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


*Elmer* leaves west riding a warhorse.

-=+**+=- -
*Elmer* has arrived from the west, riding a warhorse.

=+*
*Elmer* makes a strange sound as you place a sharp, red stone dagger in his back!
*Elmer* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Elmer*'s death cry.

Sui
Posts: 11
Joined: Tue Aug 08, 2023 6:57 pm

Re: Stab Thread

Post by Sui » Sat Aug 12, 2023 10:56 pm

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 ]
The corpse of a shadow stallion is lying here.
*Mavrik* is standing here, riding a Domani razor.

* S HP:Healthy MV:Winded > [hide ]
You attempt to hide yourself.

[back light] ded >
You silently approach your victim...
*Tolza* has arrived from the west, riding a Domani razor. <-- Wait, better target!

m
Cancelled.
[back light]
You silently approach your victim...


You swiftly dodge *Mavrik*'s attempt to slash you. <-- I knew it!



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



*Alesso* leaves east riding a warhorse.



Tolza* makes a strange sound as you place a dagger of green jade in her back!

*Tolza* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Tolza*'s death cry.
First pk stab, woohoo!

Axo
Posts: 21
Joined: Sun Aug 09, 2015 5:06 pm

Re: Stab Thread

Post by Axo » Mon Aug 14, 2023 5:26 pm

Players in your Zone
--------------------
Jamma - On the Stone Steps
Whacker - Path Before the Gate

* HP:Beaten MV:Full > [kill light]
They aren't here.

* HP:Beaten MV:Full >
Jamma narrates 'stab'

* HP:Beaten MV:Full > 1
[kill light]
They aren't here.

* HP:Beaten MV:Full > stat

Jamma narrates 'off'

* HP:Beaten MV:Full > notice
You are a 785 year old male trolloc hunter.
Your height is 6 feet, 9 inches, and you weigh 238.0 lbs.
You are carrying 0.0 lbs and wearing 96.3 lbs, fairly light.
Your base abilities are: Str:18 Int:10 Wil:8 Dex:14 Con:19.
Offensive bonus: 186, Dodging bonus: 1, Parrying bonus: 20
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 83% on average.

You are subjected to the following effects:
- NO QUIT

p
* HP:Beaten MV:Full > You start paying increased attention to your surroundings.
Suddenly *someone* places a silver-winged basilard in your back!
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
Circle of Darkness
[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.

o HP:Critical MV:Haggard > [kill h.light]
Maybe you should get on your feet first?

o HP:Critical MV:Haggard > w
w
Maybe you should get on your feet first?

o HP:Critical MV:Haggard > Maybe you should get on your feet first?

o HP:Critical MV:Haggard >
Jamma narrates 'come blight'

o HP:Critical MV:Haggard >
If you'd like some equipment to help you get back into the fight then say rekit.

o HP:Critical MV:Haggard > tell jamma ffs
You tell Jamma 'ffs'

o HP:Critical MV:Haggard >
You can type 'warrior/hunter/rogue practice' in this room to summon trainers. Dismiss trainer once you are finished.

o HP:Critical MV:Haggard > tell jamma i got stabbed
You tell Jamma 'i got stabbed'

o HP:Critical MV:Haggard >
Your heartbeat calms down more as you feel less panicked.

tell jamma turned notice on and h.dark and got stabbed right after notice got on
o HP:Critical MV:Weary > You tell Jamma 'turned notice on and h.dark and got stabbed right after notice got on'

Sui
Posts: 11
Joined: Tue Aug 08, 2023 6:57 pm

Re: Stab Thread

Post by Sui » Sat Aug 19, 2023 12:46 pm

* S HP:Hurt MV:Tiring > 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 ]
A brazen young hare thumps his powerful hind legs nearby.
*Eldrenia* is standing here, riding a warhorse.
*Waylon* is resting here, riding a warhorse.

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

[back light] >
You silently approach your victim...



*Waylon* stops resting, and clambers on his feet.



*Waylon* tries to scythe you, but you deflect the blow.



Eldrenia* makes a strange sound as you place a silver-winged basilard in her back!
This session you've landed 2 out of 2 stabs (100% landed)
Since 7/22/2023 you've landed 2 out of 2 stabs (100% landed)

Eldrenia* winces in pain.

*Eldrenia* panics, and attempts to flee!
*Eldrenia* leaves west riding a warhorse.

nar stabbed eldTiring - Waylon: Critical >


*Waylon* sends you sprawling with a powerful bash!

Asandra
Posts: 763
Joined: Mon May 13, 2019 11:30 am

Re: Stab Thread

Post by Asandra » Sat Aug 19, 2023 1:20 pm

Stab the warder first! Though here it would not have worked...

Sui
Posts: 11
Joined: Tue Aug 08, 2023 6:57 pm

Re: Stab Thread

Post by Sui » Sat Aug 19, 2023 1:54 pm

Asandra wrote:
Sat Aug 19, 2023 1:20 pm
Stab the warder first! Though here it would not have worked...
The stab landed, and made them both critical! Big mad neither died!

Sui
Posts: 11
Joined: Tue Aug 08, 2023 6:57 pm

Re: Stab Thread

Post by Sui » Mon Aug 21, 2023 1:47 pm

* S HP:Scratched MV:Strong > s
h
m
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
North: Zagor the Wolfish Trolloc is standing here.
The corpse of a dun mare is lying here.
*Benjen* is standing here, riding a warhorse.
*Jumi* is standing here, riding a gray palfrey.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* S HP:Scratched MV:Strong > [hide ]
You attempt to hide yourself.
Zagor narrates 'benjen wound'

[back benjen] trong >
You silently approach your victim...

*
Mephistopheles narrates 'im 1s ragan'

+
*Jumi* leaves south riding a gray palfrey.


*Benjen* makes a strange sound as you place a silver-winged basilard in his back!
This session you've landed 4 out of 6 stabs (66% landed)
Since 7/22/2023 you've landed 4 out of 6 stabs (66% landed)
*Benjen* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Benjen*'s death cry.

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

Re: Stab Thread

Post by Evilynn » Tue Aug 29, 2023 7:51 pm

The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A sickly, skinny deer stands here in a daze.
*Finan* is here, fighting a blight-bear, riding a warhorse.
A blight-bear is here, fighting Finan.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* S HP:Healthy MV:Strong > [hide ]
You look around for somewhere to conceal yourself, but to no avail.
*Finan* panics, and attempts to flee!

* S HP:Healthy MV:Strong > [backstab h.light]
Backstab them?!? They are in the throes of battle!
*Finan* leaves west riding a warhorse.

o S HP:Healthy MV:Strong >
A blight-bear leaves west.

o S HP:Healthy MV:Strong >
h
z
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

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

o S HP:Healthy MV:Strong >
h
[hide ]
You attempt to hide yourself.

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

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

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

o S HP:Healthy MV:Strong >
west
west
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.

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

o S HP:Healthy MV:Strong >
h
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
Marlux the Ramshorned Trolloc is here, fighting Harun.
Sui the Trolloc is here, fighting Harun.
A raven is visible flying high in the sky.
*Harun* is here, fighting Sui.
The ancient tree is here, fighting Sui.
The ancient tree is here, fighting Sui.

z
o S HP:Healthy MV:Strong > [hide ]
You attempt to hide yourself.
Marlux narrates 'harun well'
*Finan* has arrived from the south, riding a warhorse.

* S HP:Healthy MV:Tiring > [backstab h.light]
You silently approach your victim...
*Finan* tries to smite you, but you deflect the blow. <--- trust the process


-=+**+=
The ancient tree tries to hit Sui, but she dodges the attack.
Sui swiftly dodges the ancient tree's attempt to hit her.
Sui barely pierces *Harun*'s body.

- -=
*Harun* avoids being bashed by Marlux who loses his balance and falls!
*Harun* sends Marlux sprawling with a powerful bash!

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

*
*Finan* makes a strange sound as you place a sharp, red stone dagger in his back!
*Finan* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Finan*'s death cry.

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