Fail!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: Fail!

Post by Razhak » Mon Mar 30, 2020 2:01 pm

o HP:Hurt DP:Full MV:Tiring > The Assembly Hall
This place is truly mountainous and on occasion may have allowed for several
hundred citizens to assemble before their sovereign. At about thirty feet up,
the ceiling builds itself inward like a pyramid with a broad instead of narrow
peak, and elongated and rectangular windows streak around each of its bases to
light the massive room.
[ obvious exits: N E S W ]
A brown sack has been left here.
A red-veined rod of smooth black marble lies here.
Slitherz the Trolloc is standing here.
A tall, ramshorned trolloc is here, commanding.
Porka the Rabid Hunter is standing here.
An elite trolloc is resting here.

o HP:Hurt DP:Full MV:Tiring > in
You are carrying:
a heron marked longsword
a brown sack
an emerald ring
a crested helm
a polished metal breastplate
a pair of oiled chainmail sleeves
a pair of steel-backed gauntlets
a bone-crushing mattock
a brightly-colored sash
a soft leather pouch
a pair of ebony-steel plate greaves
a pair of thin metal boots
a sack of green ivy

o HP:Hurt DP:Full MV:Tiring > group all
o HP:Hurt DP:Full MV:Tiring > g all sack
You get a red-veined rod of black marble from a brown sack.
You get eight gold crowns from a brown sack.

o HP:Hurt DP:Full MV:Tiring > g all pouch
You get twenty gold crowns from a soft leather pouch.
You get a tinful of a black, foul liquid from a soft leather pouch.

o HP:Hurt DP:Full MV:Tiring > p coins pack
p coins pack
[put ]
You put 28 crowns in a backpack.

o HP:Hurt DP:Full MV:Tiring > [put ]
You aren't carrying a coins.

o HP:Hurt DP:Full MV:Tiring >
Slitherz says 'nice'

o HP:Hurt DP:Full MV:Tiring > p tinful pack
[put ]
You put a tinful of a black, foul liquid in a backpack.

o HP:Hurt DP:Full MV:Tiring > drop all
You drop a red-veined rod of black marble.
You drop a heron marked longsword.
You drop a brown sack.
You drop an emerald ring.
You drop a crested helm.
You drop a polished metal breastplate.
You drop a pair of oiled chainmail sleeves.
You drop a pair of steel-backed gauntlets.
You drop a bone-crushing mattock.
You drop a brightly-colored sash.
You drop a soft leather pouch.
You drop a pair of ebony-steel plate greaves.
You drop a pair of thin metal boots.
You drop a sack of green ivy.

o HP:Hurt DP:Full MV:Tiring > g herb
You get a sack of green ivy.

o HP:Hurt DP:Full MV:Tiring > p all pack
[put ]
You put a sack of green ivy in a backpack.



Dundundun...



o HP:Healthy DP:Strong MV:Tiring > s
A Red Stone Chamber
This entire chamber is comprised of strange red stone, the constant
flickering making it look more like a giant inferno. In the center of the
room a small flight of steps lead to the base of a large throne carved into
the wall. Large piles of furs lay all around the room, with the largest at
the foot of the throne, arranged into what looks like a sleeping area.
[ obvious exits: N ]
A cruel looking man lurks nearby, smelling strongly of blood and death.
Lurking in the darkness stands a man, grunting incoherently.
Lurking in the darkness stands a man, grunting incoherently.
Lurking in the darkness stands a man, grunting incoherently.
Lurking in the darkness stands a man, grunting incoherently.
A shadow stallion has arrived from the north.
Kultunk has arrived from the north.
An elite trolloc has arrived from the north.
A ramshorned trolloc has arrived from the north.

* HP:Healthy DP:Strong MV:Tiring > kill filthy
kill filthy

A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.
A grunting cave-dweller grunts with rage.

* HP:Healthy DP:Strong MV:Tiring > You barely hit a filthy man's body.

* HP:Healthy DP:Strong MV:Tiring - a filthy man: Scratched > Ok.

* HP:Healthy DP:Strong MV:Tiring - a filthy man: Scratched >
A grunting cave-dweller joins a filthy man's fight!
A grunting cave-dweller joins a filthy man's fight!
A grunting cave-dweller joins a filthy man's fight!
A grunting cave-dweller joins a filthy man's fight!
A ramshorned trolloc joins your fight!
A ramshorned trolloc slices a filthy man's left arm extremely hard.
A ramshorned trolloc tries to slice a grunting cave-dweller, but he deflects the blow.
A grunting cave-dweller pounds a shadow stallion's right hand.
A filthy man crushes your left foot.
A filthy man tickles a ramshorned trolloc's body with his crush.
You try to hit a filthy man, but he deflects the blow.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched > wield sword
You don't seem to have a sword.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched >
Kultunk blasts a filthy man's body hard.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched >
Kultunk blasts a filthy man's body hard.
A shadow stallion tries to hit a grunting cave-dweller, but he parries successfully.
A ramshorned trolloc barely slices a filthy man's left hand.
A ramshorned trolloc tries to slice a grunting cave-dweller, but he parries successfully.
A grunting cave-dweller pounds a shadow stallion's body.
A grunting cave-dweller barely pounds Kultunk's body.
A grunting cave-dweller pounds an elite trolloc's body.
A filthy man crushes your right arm.
A filthy man tickles a ramshorned trolloc's body with his crush.
A filthy man tickles Kultunk's right leg with his crush.
You try to hit a filthy man, but he parries successfully.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched > ponder
You ponder life, the universe, and everything.

in
* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched > You are carrying:
Nothing.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Scratched >
An elite trolloc cleaves a grunting cave-dweller's body hard.
Kultunk blasts a filthy man's body hard.
A shadow stallion tries to hit a grunting cave-dweller, but he deflects the blow.
A ramshorned trolloc barely slices a filthy man's body.
A ramshorned trolloc tries to slice a grunting cave-dweller, but he parries successfully.
A grunting cave-dweller tickles an elite trolloc's body with his pound.
A grunting cave-dweller tickles a ramshorned trolloc's left leg with his pound.
A filthy man crushes your left leg.
A filthy man barely crushes a ramshorned trolloc's right leg.
A filthy man tickles Kultunk's head with his crush.
You try to hit a filthy man, but he parries successfully.

eq
* HP:Scratched DP:Strong MV:Strong - a filthy man: Hurt > You are using:
<held> an oilstone
<worn on finger> a gold ring
<worn on finger> a gold ring
<worn on head> a strange, insectoid helm
<worn around neck> a silver medallion
<worn around neck> a moonstone medallion
<worn on body> a shirt of overlapping black scales
<worn about body> an inky black cloak
<slung on back> a backpack
<worn on arms> a pair of polished, gold-plated vambraces
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a jeweled wristcuff
<worn around wrist> a jeweled wristcuff
<worn as shield> a polished onyx-inlaid shield
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a flask stained with human blood
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

* HP:Scratched DP:Strong MV:Strong - a filthy man: Hurt > ponder

An elite trolloc tries to cleave a grunting cave-dweller, but he parries successfully.
Kultunk blasts a filthy man's left leg very hard.
A shadow stallion tries to hit a grunting cave-dweller, but he parries successfully.
A ramshorned trolloc slices a filthy man's left leg.
A ramshorned trolloc slices a grunting cave-dweller's right arm into bloody fragments!
A grunting cave-dweller pounds a shadow stallion's body.
A grunting cave-dweller pounds an elite trolloc's left arm.
A filthy man tries to crush you, but you parry successfully.
A filthy man tries to crush a ramshorned trolloc, but he deflects the blow.
A filthy man crushes Kultunk's head.
You gaze deeply into the soul of a filthy man.
Your gaze failed to paralyze your victim.
You try to hit a filthy man, but he deflects the blow.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Hurt > cmw
You ponder life, the universe, and everything.

* HP:Scratched DP:Strong MV:Strong - a filthy man: Hurt > f
[change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!rong - a filthy man: Hurt >


You flee head over heels.
A Glowing Room
The floor of this large room seems almost alive with light, casting a red
glow over everything. Its glassy red surface flickers randomly, like flame
trapped within the stone itself. The walls are streaked with veins of the
same red stone, flickering with the same unnatural glow. Large doors block
the passage to the south, made of a solid slab of the strange red stone.
[ obvious exits: N S ]

o HP:Scratched DP:Strong MV:Strong > fade plijovkaeastqry
+
The shadows reach out, and suddenly engulf you.
A Fallen House
Somehow this house has managed to keep its integrity through the centuries,
even though it appears that a lot of the supporting beams had once been
wooden. The sunken roof and missing gaps in the walls certainly would claim
testimony to that.
[ obvious exits: E ]
A soul agonizes here under the torment of an unseen power.

o HP:Scratched DP:Strong MV:Strong > na brb kt
You narrate 'brb kt'

o HP:Scratched DP:Strong MV:Strong > g sword pack
e
s
There doesn't seem to be a sword in a backpack.

s
o HP:Scratched DP:Strong MV:Strong > s
A Bleak Circle
The smell and haze of the Great Blight becomes noticeably stronger as you
enter this dilapidated crossroads. An outcropping of strangled-looking
vegetation pops through the blasted foundations to the west and also to the
north alongside the wall still surrounding the city, if hardly any higher than
a man in places.
[ obvious exits: E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a horse leaving south.
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* HP:Scratched DP:Strong MV:Strong > Shadowy Lane
The treelines on either side of the street become more sparse the closer to
the small circle to the north. Through the frequent breaches you notice the
walls of collapsed, broken-topped buildings looming high like great facades,
and also their empty windows that seem to stare through you.
[ obvious exits: N S ]
There are some tracks of a horse leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a myrddraal leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
A group of gray flies are here, buzzing maliciously around you.
Something is creeping amongst the leaves of a nearby tree.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* HP:Scratched DP:Strong MV:Tiring > Shadowy Lane
Twisted, leaning trees border each side of the lane extending to the north
and meeting the marvelous plaza to the south. Their branches almost bring
comfort to this length of roadway, but no shade seems to block the sticky
and oppressing humidity.
[ obvious exits: N S ]
There are some tracks of a horse leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a myrddraal leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving north.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* HP:Scratched DP:Strong MV:Tiring > A Broad Plaza
Much of the tiles around this section of the market are worn and deeply
pitted, and the gravel and sand from their slow destruction grates under your
step. To the north, an almost pleasant sight presents itself--a lane
providing shade with a twin row of trees--until you notice the bloated,
infectious tinge to their appearance.
[ obvious exits: N S ]
There are some tracks of a horse leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a myrddraal leaving south.
There are some tracks of a humanoid leaving south.

* HP:Scratched DP:Strong MV:Tiring > s
e
e
e
Central Square
In the center of this marketplace, you are met by the most amount of
completely cleared space surrounding you since entering the Blight - a good
hundred and fifty yard radius in each direction. The sheer weight of the
devastation wrought here by the Great Blight, much like the patient, thorough
weathering of the tide, becomes evident from this vantage point.
[ obvious exits: N E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving east.
A ruined fountain holds a pool of dark water within its wide basin.

e
e
* HP:Scratched DP:Strong MV:Tiring > e
A Broad Plaza
Here you find a couple of broken-topped buildings, probably once belonging
to the wealthier traders who could afford such permanent quarters. In the
eastern distance you can see a nearly decimated castle with a lone pair of
towers rising high out of the rubble.
[ obvious exits: E W ]
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving east.

* HP:Scratched DP:Strong MV:Tiring > e
Flagstone Walk
This winding road looks like it had been beautiful once. The flagstones are
still fairly well meshed together, if their rose-color has pretty much faded
away, and lead up to the mostly collapsed fortress of this proud and rugged
Borderland of long ago.
[ obvious exits: E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving east.

* HP:Scratched DP:Strong MV:Tiring > e
Flagstone Walk
As you continue traveling up the road, it widens and branches out to encircle
the ruined castle to the east. From here it looks like someone has taken a
huge sword to the castle and cut the top half of it off, leaving the
honeycombed interior bare.
[ obvious exits: E W ]
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving east.

* HP:Scratched DP:Strong MV:Tiring > e
e
Before the Ruins of a Castle
At a guess, little more than two whole stories of height are left on the
dubious foundations of this grey-black castle. It would appear that two
square towers had once been built at each of the four corners of the fortress,
though upon having succumbed into the thrall of the Blight only one such pair
at the south-east corner stand fully enough to be explored.
[ obvious exits: E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a myrddraal leaving east.

* HP:Scratched DP:Strong MV:Tiring > Within the Castle
The large doorway that you are standing in is broad enough for four men to
walk abreast but is hardly much of a greeting since its bricks do not even
stack up to one man anymore. To the north is a hallway with a view of the
sky as the chunks of stone long spilled over its floor are all that is left
of its ceiling, and continuing east is what would appear to be the formal
entryway. Little of this place seems truly solid.
[ obvious exits: N E W ]

o HP:Scratched DP:Strong MV:Tiring > The Main Corridor
The halls here and stretching out further east are high and stout and allow
a great berth for movement. Some of the iron supports in the stone walls have
surfaced through the impossible and very strange weathering at the castle's
rock, and they now are reduced to little more than ruddy veins of powder.
[ obvious exits: E W ]

o HP:Scratched DP:Strong MV:Tiring > The Main Corridor
Continuing through the hall you see little of interest. After all, every
decoration or sparsely placed bit of furniture must have disintegrated
centuries ago. The air is becoming marginally cooler, although it is taking
on a more stagnant quality.
[ obvious exits: E W ]

o HP:Scratched DP:Strong MV:Tiring > Chamber of Audiences
Before being received by the lord or king of the land, petitioners and
foreign emissaries probably awaited their summons in this room; there is
ample space for sitting on chairs or sofas or cushions before the spacious
hearths. The room is barren now, of course, but it still feels secure being
near the heart of the remaining castle, even inside the Blight.
[ obvious exits: E W ]

o HP:Scratched DP:Strong MV:Tiring > g sword
Western Assembly Hall
Large on the point of understatement, this great room survives virtually
unscathed. Every wall is barren, and no furniture exists save a colossal
throne wrought of polished marble far to the east.
[ obvious exits: N E S W ]

o HP:Scratched DP:Strong MV:Tiring > The Assembly Hall
This place is truly mountainous and on occasion may have allowed for several
hundred citizens to assemble before their sovereign. At about thirty feet up,
the ceiling builds itself inward like a pyramid with a broad instead of narrow
peak, and elongated and rectangular windows streak around each of its bases to
light the massive room.
[ obvious exits: N E S W ]
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of thin but sturdy metal boots stands here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A highly polished breastplate gleams in even the dimmest light.
A large intricately designed helm of metal lies here.
A long, curved blade rests here with a golden heron in its pommel.
A brown sack has been left here. [2]
A red-veined rod of smooth black marble lies here. [2]

o HP:Scratched DP:Strong MV:Tiring > You get a heron marked longsword.

o HP:Scratched DP:Strong MV:Tiring > na doofus me
You narrate 'doofus me'

o HP:Scratched DP:Strong MV:Tiring > wield sword
You wield a heron marked longsword.

o HP:Scratched DP:Strong MV:Tiring > na someone coulda been rich now
You narrate 'someone coulda been rich now'

o HP:Scratched DP:Strong MV:Tiring > na i dropped my heron 1w SK
You narrate 'i dropped my heron 1w SK'

Landon
Posts: 226
Joined: Wed Feb 18, 2015 2:27 pm

Re: Fail!

Post by Landon » Tue Mar 31, 2020 3:20 pm

* R HP:Wounded MV:Fresh > The Main Path Through Camp
A wide path runs east to west through the camp, creating a byway just short
of being a true road. The forest is to the west, and the center of the camp
is to the east.
[ obvious exits: N E S W ]
You notice an oilstone is hidden here.
You notice a flask stained with human blood is hidden here.
Neal the Heart Guard is standing here, riding a jet black courser.
*Terri* is standing here, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
Fermin of Two Rivers is standing here.
A black and ivory stallion stands here, still as night, being ridden by you.
*Zlatan* has arrived from the west.
*Decrepit* has arrived from the west.

* R HP:Wounded MV:Fresh >
*Zlatan* tries to hack *Terri*, but she deflects the blow.

* R HP:Wounded MV:Fresh > 'ready

*Decrepit* tries to blast Neal, but he deflects the blow.
*Fiddler* crushes your right leg hard.

* R HP:Wounded MV:Fresh - Fiddler: Hurt > kill dark
You say 'ready'

* R HP:Wounded MV:Fresh - Fiddler: Hurt > b
You do the best you can!
*Jakd* tries to pierce *Terri*, but she deflects the blow.
Fermin tries to stab *Jakd*, but he parries successfully.

[bash ] sh - Fiddler: Hurt >

=
*Terri* panics, and attempts to flee!

+
*Terri* leaves south riding a warhorse.

*
*Jakd* tries to pierce Fermin, but he dodges the attack.
Fermin tries to stab *Jakd*, but he deflects the blow.
Neal tickles *Decrepit*'s left foot with his strike.
Kryzen narrates '3'


*Zlatan* tickles your head with his hack.
*Fiddler* sends you sprawling with a powerful bash!

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
*Decrepit* sends Neal sprawling with a powerful bash!

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
*Jakd* tries to pierce Fermin, but he parries successfully.
Fermin tries to stab *Jakd*, but he deflects the blow.
*Jakd* panics, and attempts to flee!

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
*Terri* has arrived from the east, riding a warhorse.
*Jakd* leaves south.
Fermin stabs *Zlatan*'s head extremely hard.

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
Fermin tickles *Zlatan*'s body with his stab.
*Zlatan* hacks your body hard.
*Fiddler* crushes your body hard.
*Decrepit* blasts Neal's right leg extremely hard.

* R HP:Wounded MV:Fresh - Fiddler: Hurt > b

*Terri* whips *Fiddler*'s left leg.

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
Fermin stabs *Zlatan*'s right leg.
*Jakd* has arrived from the east.

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
Fermin stabs *Zlatan*'s right leg.
*Zlatan* hacks your left leg.
*Fiddler* gazes deeply at *Terri*...
*Terri* looks very strange, glaring about with a sense of panic.
*Fiddler* gazes deeply into your soul.. very chilling.
You feel very paranoid about your surroundings.
*Fiddler* crushes your body.
*Decrepit* blasts Neal's left leg extremely hard.

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
*Jakd* tries to pierce *Terri*, but she deflects the blow.

* R HP:Wounded MV:Fresh - Fiddler: Hurt >
Jakd assumes an offensive striking posture.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Hurt > [bash ]
Fight!? Are you crazy?? You can barely hold yourself together.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Hurt >
*Terri* unleashes a flurry of icy spikes at *Decrepit*, who is stabbed repeatedly.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Hurt > b
*Jakd* tries to pierce *Terri*, but she deflects the blow.
*Terri* whips *Fiddler*'s right arm.
*Terri* tries to whip *Jakd*, but he parries successfully.
Fermin stabs *Zlatan*'s body.
*Zlatan* hacks your body.
You gracefully flow into The River Undercuts the Bank, scything *Fiddler*'s left leg.
*Decrepit* blasts Neal's body very hard.
[bash ]
Fight!? Are you crazy?? You can barely hold yourself together.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded >
*Mithril* has arrived from the west, riding a gray palfrey.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded > get red pack
You get a vial filled with a dark red liquid from a backpack.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded >
*Fiddler* sends *Terri* sprawling with a powerful bash!

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded >
*Decrepit* panics, and attempts to flee!
*Decrepit* avoids being bashed by Neal who loses his balance and falls!

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded > quaff red

*Decrepit* leaves south.

* R HP:Wounded MV:Fresh - Terri: Scratched - Fiddler: Wounded > b
You quaff a vial filled with a dark red liquid which dissolves.
You feel your sense of panic slip away.


[bash ] sh - Terri: Scratched - Fiddler: Wounded >


*Jakd* pierces *Terri*'s head very hard.
Fermin barely stabs *Zlatan*'s body.
*Zlatan* hacks your body hard.
*Fiddler* crushes *Terri*'s left foot into bloody fragments!
*Mithril* tries to slash *Jakd*, but he parries successfully.

=
*Jakd* pierces *Terri*'s body very hard.
Fermin stabs *Zlatan*'s right leg.

=
*Zlatan* panics, and attempts to flee!
Neal clambers to his feet.

-
*Zlatan* leaves west.
Fermin tries to stab *Jakd*, but he parries successfully.

=
Fermin stabs *Jakd*'s body.
*Jakd* pierces *Terri*'s right leg extremely hard.
You flow effortlessly into The Courtier Taps His Fan, scything *Fiddler*'s body.
*Fiddler* gazes deeply into your soul.. very chilling.
You feel very paranoid about your surroundings.
*Fiddler* crushes *Terri*'s body into bloody fragments!
Your bash at *Fiddler* sends him sprawling!

* R HP:Wounded MV:Fresh - Terri: Wounded - Fiddler: Wounded > nar weave jakd
You narrate 'weave jakd'
*Decrepit* has arrived from the south.

* R HP:Wounded MV:Fresh - Terri: Wounded - Fiddler: Wounded >
Fermin tries to stab *Jakd*, but he parries successfully.
*Mithril* sends *Jakd* sprawling with a powerful bash!
*Decrepit* blasts *Mithril*'s left foot very hard.

* R HP:Wounded MV:Fresh - Terri: Wounded - Fiddler: Wounded >
Neal narrates 'weave jakd'

* R HP:Wounded MV:Fresh - Terri: Wounded - Fiddler: Wounded > l
*Zlatan* has arrived from the west.
The Main Path Through Camp
A wide path runs east to west through the camp, creating a byway just short
of being a true road. The forest is to the west, and the center of the camp
is to the east.
[ obvious exits: N E S W ]
You notice an oilstone is hidden here.
You notice a flask stained with human blood is hidden here.
*Zlatan* is standing here.
*Decrepit* is here, fighting Mithril.
*Mithril* is here, fighting Jakd, riding a gray palfrey.
*Jakd* is sitting here.
*Terri* is sitting here, riding a warhorse.
*Fiddler* is sitting here, riding a shadow stallion.
Neal the Heart Guard is standing here, riding a jet black courser.
A warhorse is here, stamping his feet impatiently.
Fermin of Two Rivers is here, fighting Jakd.
A black and ivory stallion stands here, still as night, being ridden by you.

* R HP:Wounded MV:Fresh - Terri: Wounded - Fiddler: Wounded > b
[bash ]
Fight!? Are you crazy?? You can barely hold yourself together.

:)

Brocas
Posts: 417
Joined: Fri Jul 01, 2016 10:08 am
Location: North Carolina

Re: Fail!

Post by Brocas » Tue Mar 31, 2020 6:28 pm

Yeah it's broken. Has been for a long long time

Torag
Posts: 133
Joined: Sat Apr 22, 2017 4:17 am

Re: Fail!

Post by Torag » Wed Apr 01, 2020 12:37 am

You should carry red vials!

Landon
Posts: 226
Joined: Wed Feb 18, 2015 2:27 pm

Re: Fail!

Post by Landon » Wed Apr 01, 2020 12:51 pm

Brocas wrote:
Tue Mar 31, 2020 6:28 pm
Yeah it's broken. Has been for a long long time
Yeah, that was just the fastest refear I've seen by a long shot and made me laugh. I suppose it would be too much to hope for limiting fear prac % until it gets fixed.

Rodger
Posts: 141
Joined: Wed Jan 06, 2016 10:41 am

Re: Fail!

Post by Rodger » Wed Apr 01, 2020 6:36 pm

Maybe since we have coders we should brainstorm new ways for fear to work and also hammer of air...

Fear - the opponent flees (this can work well to split up groups/get some juicy flee/enter get bashed kills/mess up bash etc. Added bonus it is negated by being berserk!

Hammer of Air - the opponent is knocked from their horse (dismounted), powerful against bashers because they lose OB and bash bonus, good for chasing low people because now they might leave bloodies. Added bonus is when they don't notice and run haggard!

Iblis
Posts: 100
Joined: Mon Jun 19, 2017 11:56 am

Re: Fail!

Post by Iblis » Wed Apr 01, 2020 6:40 pm

Flee part can really mess up any group fight next to a door, since you probably won't have time to enter the correct dline. Would rather see it as something like a stun effect for 1 or 2 rounds maybe, think of it as the target is bashed without actually sitting.

Terri
Posts: 117
Joined: Sat Mar 17, 2018 1:22 pm

Re: Fail!

Post by Terri » Wed Apr 01, 2020 9:46 pm

I feel like getting knocked off my horse entirely would be worse.

Rodger
Posts: 141
Joined: Wed Jan 06, 2016 10:41 am

Re: Fail!

Post by Rodger » Thu Apr 02, 2020 12:05 pm

I didn't spend a lot of time thinking those up, the point being it might be possible to have them changed from current which is - quaff red vial / leave the PK.

Shogol
Posts: 13
Joined: Sun Mar 22, 2015 5:32 am

Re: Fail!

Post by Shogol » Thu Apr 02, 2020 5:51 pm

The Sloping Tunnel
[ obvious exits: N S ]
*Spinnock* is resting here.

* HP:Healthy MV:Strong>
kill seanchan
bash
You slash *Spinnock*'s body.

*Spinnock* tries to blast you, but you parry successfully.
You slash *Spinnock*'s left arm.

-
*Spinnock* tries to blast you, but you deflect the blow.

=
Your bash at *Spinnock* sends him sprawling!

* HP:Healthy MV:Strong - Spinnock: Battered>

You slash *Spinnock*'s body hard.

* HP:Healthy MV:Strong - Spinnock: Battered>
nar all block
You narrate 'all block'

* HP:Healthy MV:Strong - Spinnock: Battered>
bash
They already seem to be stunned.

* HP:Healthy MV:Strong - Spinnock: Battered>
You slash *Spinnock*'s head.

* HP:Healthy MV:Strong - Spinnock: Battered>
*Spinnock* panics, and attempts to flee!

* HP:Healthy MV:Strong - Spinnock: Battered>
*Spinnock* leaves north.


spam spam spam


Southern Streets of Thakan'dar
[ obvious exits: E S W ]
The corpse of Spinnock is lying here.
A black flame dances here in midair.
A revolting well bubbles with the blood of the sacrificed.
Horror the Master Havoc is standing here.
Nexen Neverseen is standing here.
A huge darkhound is here, drooling and snarling.
A fade is stalking in the darkness.
Bludlust the Rabid Hunter is standing here.
A huge darkhound is here, drooling and snarling.
A Dha'vol trolloc scouts his surroundings here.

o HP:Healthy MV:Tiring>

Horror nods in agreement.

o HP:Healthy MV:Tiring>

Nexen narrates 'rip'

o HP:Healthy MV:Tiring>

Bludlust narrates 'heh'

o HP:Healthy MV:Tiring>

A fade leaves east.
Nexen gets an opal adorned steel tulwar from the corpse of Spinnock.
Nexen gets a plain weapons belt from the corpse of Spinnock.
Nexen gets a bronze belt of odd design from the corpse of Spinnock.
Nexen gets a bronze belt of odd design from the corpse of Spinnock.
Nexen gets an ivory necklace from the corpse of Spinnock.
Nexen gets a startling amethyst necklace from the corpse of Spinnock.
Nexen gets a thin, black chain from the corpse of Spinnock.
Nexen gets a pair of ebony-steel plate vambraces from the corpse of Spinnock.
Nexen gets a pair of ebony-steel plate vambraces from the corpse of Spinnock.
Nexen gets a pair of ebony-steel plate vambraces from the corpse of Spinnock.
Nexen gets a pair of ebony-steel plate greaves from the corpse of Spinnock.
Nexen gets a pair of ebony-steel plate greaves from the corpse of Spinnock.
Nexen gets a full metal helmet and visor from the corpse of Spinnock.
Nexen gets a blood splattered helmet bearing a clenched fist from the corpse of Spinnock.
Nexen gets a full metal helmet and visor from the corpse of Spinnock.
Nexen gets a full metal helmet and visor from the corpse of Spinnock.
Nexen gets a pair of heavy metal gauntlets from the corpse of Spinnock.
Nexen gets a pair of heavy metal gauntlets from the corpse of Spinnock.
Nexen gets a ring of silver from the corpse of Spinnock.
Nexen gets a ring of silver from the corpse of Spinnock.
Nexen gets a ring of silver from the corpse of Spinnock.
Nexen gets a thin vial of yellow fluid from the corpse of Spinnock.
Nexen gets a lantern from the corpse of Spinnock.
Nexen gets a torc of gleaming steel from the corpse of Spinnock.
Nexen gets a torc of gleaming steel from the corpse of Spinnock.

o HP:Healthy MV:Tiring>

Bludlust gets a pair of heavy metal gauntlets from the corpse of Spinnock.
Bludlust gets a burnished metal breastplate from the corpse of Spinnock.
Bludlust gets a fine woolen cloak from the corpse of Spinnock.
Bludlust gets a backpack from the corpse of Spinnock.
Bludlust gets a titanic spiked axe of ebon steel from the corpse of Spinnock.
Bludlust gets a belt pack from the corpse of Spinnock.
Bludlust gets a belt pack from the corpse of Spinnock.
Bludlust gets a pair of thick metal boots from the corpse of Spinnock.

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