Fail!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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gohon
Posts: 18
Joined: Fri May 13, 2016 1:46 am

Re: Fail!

Post by gohon » Thu Jan 11, 2024 8:54 pm

I had a blast. The action at Ragan was amazing and I expected more death.

Posted the very long log from my POV. Was fun dusting off this old abser.

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

Re: Fail!

Post by Penetrator » Thu Jan 18, 2024 8:46 am

shortblades are so OP
* S HP:Critical MV:Strong > [change mood berserk]
Mood changed to: Berserk

* S HP:Critical MV:Strong > A black messenger pigeon flutters its wings.
A black messenger pigeon leaves south.
[change mood berserk]
You try to calm down, but can't.

* S HP:Critical MV:Strong > 9
9
a
[k light]
They aren't here.

* S HP:Critical MV:Strong > sc
[k light]
You try to slash *Geom*, but he parries successfully.

* S HP:Critical MV:Strong - Geom: Critical > [k h.light]
You do the best you can!

* S HP:Critical MV:Strong - Geom: Critical > HP:Critical MP:Strong
You have scored 99824595 experience points and 745 quest points.
You need 3675405 exp to level and 255 qp to rank.
You have amassed 71 Turn points to date.
You have played 39 days and 1 hours (real time).
This ranks you as Penetrator the Pugnacious Destroyer [Ahf'frait 6] (Level 49).
You are fighting Geom.

* S HP:Critical MV:Strong - Geom: Critical > 9
9
[k light]
You do the best you can!

9
* S HP:Critical MV:Strong - Geom: Critical > [k light]
You do the best you can!

9
* S HP:Critical MV:Strong - Geom: Critical > 9
[k light]
You do the best you can!

* S HP:Critical MV:Strong - Geom: Critical >
*Geom* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!

A Kno'mon trolloc joins your fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
You try to slash *Geom*, but he parries successfully.
*Geom* pierces your right hand.
You wish that your wounds would stop BLEEDING so much!

*Geom* panics, and attempts to flee!

* S HP:Critical MV:Strong - Geom: Critical > [k light]
You do the best you can!

* S HP:Critical MV:Strong - Geom: Critical > [k light]
You do the best you can!

* S HP:Critical MV:Strong - Geom: Critical > 0
9
9
[where ]
Players in your Zone
--------------------
Penetrator - By the Road

* S HP:Critical MV:Strong - Geom: Critical > 9
[k light]
You do the best you can!
*Geom* leaves north.

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

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

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

* S HP:Critical MV:Strong > sc
9
[k light]
They aren't here.

* S HP:Critical MV:Strong > 9
You have 19(401) hit and 189(251) movement points. <------ More then enough hps to KILL a puny dodger yes!
You have scored 99824595 experience points and 745 quest points.
You need 3675405 exp to level and 255 qp to rank.
You have amassed 71 Turn points to date.
You have played 39 days and 1 hours (real time).
This ranks you as Penetrator the Pugnacious Destroyer [Ahf'frait 6] (Level 49).
You are standing.

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

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

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

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

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

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

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

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

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

1
* S HP:Critical MV:Strong > Edge of the Foothills
To the east, a path leads through the hills to Tarwin's Gap. Scrubby brush
and gnarled trees interrupt the monotony of the rocky ground of the hills,
which fade into the forest to the south. To the north, past the hills, the
Mountains of Dhoom rise high into the sky.
[ obvious exits: N S ]
*Geom* is standing here.
A trolloc scout sniffs the air here.
*Geom* barely pierces your body. AHA
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Tiring - Geom: Critical >

[bash light]

-
=
*Geom* barely pierces your body. AHA
You wish that your wounds would stop BLEEDING so much!

+
*

*
+
=
-

*someone* pierces your body. firetruck dung firetruck
You're stunned, but will probably regain consciousness...
-
=
You're in no position to do anything aggressive.

S HP:Critical MV:Tiring > snic
All you can do right now is think about the stars!

S HP:Critical MV:Tiring >
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.


Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.

[ 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 >
If you'd like some equipment to help you get back into the fight then say rekit.

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 > score
re
You have 29(401) hit and 45(231) movement points.
You have scored 98574596 experience points and 745 quest points.
You need 4925404 exp to level and 255 qp to rank.
You have amassed 56 Turn points to date.
You have played 39 days and 1 hours (real time).
This ranks you as Penetrator the Pugnacious Destroyer [Ahf'frait 6] (Level 49).
You are sitting.

o HP:Critical MV:Weary > You rest your tired bones.

Errtu
Posts: 15
Joined: Fri May 21, 2021 5:51 pm

Re: Fail!

Post by Errtu » Thu Jan 18, 2024 4:31 pm

hah yeah
went healthy vs a battered short blader and this was the end :D

Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
A bright blue pouch filled with crumbled leaves rests here.
*Tarel* is standing here, riding a warhorse.

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

* S HP:Battered MV:Tiring >
a
b
[k light]
You try to pound *Tarel*, but he parries successfully.

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

-
*Tarel* pierces your body.
*Tarel* barely pierces your left leg.

=
+*
*
+
=-
-
=
Your bash at *Tarel* sends him sprawling!
*Tarel* panics, and attempts to flee!

* S HP:Beaten MV:Tiring - Tarel: Critical >

You pound *Tarel*'s body hard.

a
* S HP:Beaten MV:Tiring - Tarel: Critical >
a
e
a
[k light]
You do the best you can!

e
* S HP:Beaten MV:Tiring - Tarel: Critical > [k light]
You do the best you can!

a
* S HP:Beaten MV:Tiring - Tarel: Critical >
e
No way! You're fighting for your life!

a
* S HP:Beaten MV:Tiring - Tarel: Critical >
[k light]
You do the best you can!

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

e
a
* S HP:Beaten MV:Tiring - Tarel: Critical >
*Tarel* leaves down riding a warhorse.

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

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

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

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

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

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

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

d
a
* S HP:Beaten MV:Tiring >
Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
A bright blue pouch filled with crumbled leaves rests here.
*Tarel* is standing here, riding a warhorse.
*Tarel* leaves north riding a warhorse.

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

* S HP:Beaten MV:Tiring >
In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
A rat scurries around trying to get out of sight.
An enormous blight worm towers above you, making an eerie shrill scream.

* S HP:Beaten MV:Tiring >
The enormous worm barely hits your head.
You pound the enormous worm's head into bloody fragments!
The enormous worm tickles your right leg with its hit.
[k light]
They aren't here.

u
* S HP:Beaten MV:Strong - the enormous worm: Scratched >
No way! You're fighting for your life!

cw
* S HP:Beaten MV:Strong - the enormous worm: Scratched >
f
w
[change mood wimpy]
Mood changed to: Wimpy

u
n
* S HP:Beaten MV:Strong - the enormous worm: Scratched >
n
You panic and attempt to flee!

cb
You flee head over heels.
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
A rat scurries around trying to get out of sight.
An enormous blight worm towers above you, making an eerie shrill scream.

a
b
* S HP:Beaten MV:Strong >
Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
A bright blue pouch filled with crumbled leaves rests here.

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

* S HP:Beaten MV:Strong >
Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]

* S HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave

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

* S HP:Beaten MV:Strong >
[bash ]
Bash who?

* S HP:Beaten MV:Strong >
n
a
vb
0
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

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

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

* S HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Paffe - The Blighted Woods
You catch a faint scent of a horse nearby.

stat
* S HP:Beaten MV:Strong >
You are a 642 year old male trolloc warrior.
Your height is 7 feet, 1 inches, and you weigh 255.0 lbs.
You are carrying 0.0 lbs and wearing 77.1 lbs, light.
Your base abilities are: Str:19 Int:12 Wil:8 Dex:15 Con:19.
Offensive bonus: 173, Dodging bonus: 2, Parrying bonus: 26
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 80% on average.

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

* S HP:Beaten MV:Strong >
not
s
s
w
You stop paying increased attention to your surroundings.

w
* S HP:Beaten MV:Strong > Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]

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

* S HP:Beaten MV:Tiring > The Blackened Glade
From atop this small hill, the open glade sweeps before you to the north
and west. The blackened grass is wilted from the weight of its noxious,
oily discharge. Small flowers wilt in surrender to the oily plague.
[ obvious exits: N E W ]

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

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

* S HP:Beaten MV:Tiring >
wb
Arglebargle, glop-glyf!?!

cb
w
* S HP:Beaten MV:Tiring >
2
[change mood brave]
Mood changed to: Brave

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

* S HP:Beaten MV:Tiring >
[bash tarel]
Bash who?

* S HP:Beaten MV:Tiring >
e
s
2
The Blackened Glade
Here the open expanse of the decaying grassland ends at a huge mound
to the south. The mound is larger than typical mounds which serve as homes
for the ogier. There is an arched doorway framed in chiseled stone leading
into the mound, a weathered sign hangs above the door.
[ obvious exits: N E S W ]

* S HP:Beaten MV:Tiring >
Inside the Great Mound
The cavernous interior of the grand hall stands six spans high and is
supported by ornate wooden beams. Large portraits of the Elders who
comprised the Stump, the governing body of the stedding, line the hall
framed in intricate sungwood. The hall extends to the east and west.
[ obvious exits: N E W ]
A mushroom grows here.
A mushroom grows here.
*Tarel* is standing here, riding a warhorse.
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
The weeping spirit of an ogier Elder is here.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Tarel* barely pierces your right leg.

* S HP:Beaten MV:Tiring - Tarel: Critical > [bash tarel]


-
*Tarel* pierces your body.
An ogier joins Tarel's fight!
The ogier spirit leaves west.
The ogier spirit barely tickles your body with its hit.
The ancient tree barely tickles your body with its hit.
The ancient tree joins the ancient tree's fight!

=
+*

*Tarel* pierces your body.

*+=-
The ogier spirit has arrived from the west.
The ogier spirit barely tickles your left leg with its hit.


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

* S HP:Beaten MV:Tiring >

The ogier spirit tickles your body with its hit.
The ancient tree tickles your left arm with its hit.
The ancient tree barely hits your body.
You wish that your wounds would stop BLEEDING so much!

The ogier spirit tries to hit you, but you deflect the blow.
An ogier barely tickles your left leg with his pound.
You wish that your wounds would stop BLEEDING so much!

*Tarel* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!


* S HP:Beaten MV:Tiring - the ogier spirit: Scratched >
cw
f

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


w
* S HP:Beaten MV:Tiring - the ogier spirit: Scratched >
w
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring - the ogier spirit: Scratched > You pound the ogier
spirit's left arm into bloody fragments!
The ogier spirit barely tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree barely tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree barely tickles your left leg with its hit.
You wish that your wounds would stop BLEEDING so much!

The ogier spirit barely tickles your head with its hit.
You wish that your wounds would stop BLEEDING so much!

An ogier tickles your right leg with his pound.
You wish that your wounds would stop BLEEDING so much!

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

You panic and attempt to flee!

You flee head over heels.
In the Grand Hall
The highly polished floor of slate and bluestone contrasts sharply
with the rough rock of the gray walls. Wall sconces of dull brass, no
longer bearing torches, line the hall which leads south to the reception
room. The ceiling beams appear as great roots spreading out above.
[ obvious exits: S W ]
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
Inside the Great Mound
The cavernous interior of the grand hall stands six spans high and is
supported by ornate wooden beams. Large portraits of the Elders who
comprised the Stump, the governing body of the stedding, line the hall
framed in intricate sungwood. The hall extends to the east and west.
[ obvious exits: N E W ]
A mushroom grows here.
A mushroom grows here.
The weeping spirit of an ogier Elder is here.
*Tarel* is standing here, riding a warhorse.
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Tarel* pierces your body.
You wish that your wounds would stop BLEEDING so much!


w
* S HP:Critical MV:Tiring - Tarel: Critical > No way! You're fighting for your life!

* S HP:Critical MV:Tiring - Tarel: Critical >
f
No way! You're fighting for your life!

w
* S HP:Critical MV:Tiring - Tarel: Critical >
w
You panic and attempt to flee!


*Tarel* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!

The ogier spirit barely hits your left leg.
You wish that your wounds would stop BLEEDING so much!

An ogier joins Tarel's fight!
The ogier spirit joins the ogier spirit's fight!
The ancient tree barely tickles your left leg with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree joins the ancient tree's fight!

You flee head over heels.
In the Grand Hall
The highly polished floor of slate and bluestone contrasts sharply
with the rough rock of the gray walls. Wall sconces of dull brass, no
longer bearing torches, line the hall which leads south to the reception
room. The ceiling beams appear as great roots spreading out above.
[ obvious exits: S W ]
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
Inside the Great Mound
The cavernous interior of the grand hall stands six spans high and is
supported by ornate wooden beams. Large portraits of the Elders who
comprised the Stump, the governing body of the stedding, line the hall
framed in intricate sungwood. The hall extends to the east and west.
[ obvious exits: N E W ]
A mushroom grows here.
A mushroom grows here.
The weeping spirit of an ogier Elder is here.
*Tarel* is standing here, riding a warhorse.
An astonishingly tall and broad man stands here, with large tufted ears.
The weeping spirit of an ogier Elder is here.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Tarel* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Tiring - Tarel: Critical >
n
No way! You're fighting for your life!

w
* S HP:Critical MV:Tiring - Tarel: Critical >
f
w
No way! You're fighting for your life!

n
w
* S HP:Critical MV:Tiring - Tarel: Critical >
No way! You're fighting for your life!

* S HP:Critical MV:Tiring - Tarel: Critical > You panic and attempt to flee!


*Tarel* barely pierces your right leg.
You wish that your wounds would stop BLEEDING so much!


The ogier spirit barely tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree tickles your left arm with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree joins the ancient tree's fight!
An ogier joins Tarel's fight!
The ogier spirit joins the ogier spirit's fight!
Someone barely tickles your left leg with its hit.
You're stunned, but will probably regain consciousness...
You are mortally wounded, and will die soon, if not aided.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.


Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.


granted i was kinda pissed off at the end so that made a difference

glynn
Posts: 66
Joined: Thu Oct 05, 2023 3:52 am

Re: Fail!

Post by glynn » Mon Jan 22, 2024 12:30 am

kill light
kill light
kill light
kill light
They aren't here.

* R HP:Scratched MV:Strong > N
They aren't here.

* R HP:Scratched MV:Strong > N
kill light
They aren't here.

kill light
kill light
* R HP:Scratched MV:Strong > N
They aren't here.

* R HP:Scratched MV:Strong > N

(tic_timer): Estimated aggro pulse
They aren't here.

* R HP:Scratched MV:Strong > N
They aren't here.

* R HP:Scratched MV:Strong > N
They aren't here.

* R HP:Scratched MV:Strong > N

Ragan says 'You Trill!!! You will die before your time!! '
Ragan tries to slice Trill, but he deflects the blow.
A sickly, blighted deer leaves west. <<
Ragan tries to slice Trill, but he deflects the blow.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!

* R HP:Scratched MV:Strong > N

Suddenly *Trill* places a sharp, red stone dagger in your back!
Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!


You flee head over heels.
On the Stone Steps
[ obvious exits: E W ]
Zone: Decayed Forest
There are some tracks of a RIDDEN MOUNT leaving west. <<
There are some tracks of a RIDDEN MOUNT leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A mole is here, looking sickly.

* R HP:Critical MV:Strong > N
w
kill light. <--------------------- Still haven't figured out the problem
The Yard Before the Monastery
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
There are some tracks of a RIDDEN MOUNT leaving east. >>
There are some tracks of a RIDDEN MOUNT leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is here, fighting Ragan.
A Shienaran forward scout is here, fighting Trill.
A Shienaran forward scout is here, fighting Trill.
A Shienaran forward scout is here, fighting Trill.
Ragan is here, fighting Trill.
Sobek narrates 'trill'

* R HP:Critical MV:Strong > N
They aren't here.

* R HP:Critical MV:Strong > N

A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Trill, but he deflects the blow.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Trill, but he dodges the attack.
A Shienaran forward scout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forward scout tries to slash Trill, but he parries successfully.
Ragan tries to slice Trill, but he deflects the blow.

* R HP:Critical MV:Strong > N
n

*Trill* panics, and attempts to flee!

* R HP:Critical MV:Strong > N
Walking Through the Orchard
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some tracks of a TROLLOC leaving south. vv
There are some tracks of an animal leaving south.
Several blackberries grow on a nearby vine. [3]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Byrg* is standing here, riding a shadow stallion.
A mole is here, looking sickly.
Nosom narrates 'my breastplate needs 1 more tic to mend and ill be back out'

* R HP:Critical MV:Strong > N

*Trill* has arrived from the south.

* R HP:Critical MV:Strong > N

*Trill* tries to pierce you, but you deflect the blow.

n
* R HP:Critical MV:Strong - Trill: Healthy > N

*someone* blasts your left arm very hard.
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
Circle of Light
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
A torch is here on the ground. [2]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

* HP:Critical MV:Haggard > N

Axxye
Posts: 40
Joined: Sat Dec 22, 2018 11:27 pm

Re: Fail!

Post by Axxye » Thu Jan 25, 2024 12:17 pm

Imagine getting doored 6v2 and then spam quaffing your vials, lmao
* R HP:Beaten SP:Good MV:Full - Tarel: Beaten > sei
You do the best you can!

* R HP:Beaten SP:Good MV:Full - Tarel: Beaten > channel 'fireball' h.light
You are already in touch with saidin, can't you feel it?

*TAREL* PANICS AND ATTEMPTS TO FLEE!: Beaten >
You begin to weave the appropriate flows...

+
*TAREL* PANICS AND ATTEMPTS TO FLEE!

+
Skirrel tries to pierce *Tarel*, but he parries successfully.
*Tarel* tries to pierce you, but you deflect the blow.
*Tarel* gets a thin vial of yellow fluid from a backpack.

=
*Tarel* quaffs a thin vial of yellow fluid.
*Tarel* looks more invigorated and ready to go.

-
*Tarel* tries to pierce you, but you deflect the blow.
*Tarel* gets a thin vial of yellow fluid from a backpack.


Rakkard narrates 'where's Blod?'
*Tarel* quaffs a thin vial of yellow fluid.

+
Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your fireball blasts into *Tarel*, dropping his charred corpse to the ground.
*Tarel* is dead! R.I.P.
Your blood freezes as you hear *Tarel*'s death cry.

Yaerin
Posts: 67
Joined: Tue Aug 27, 2019 6:18 pm

Re: Fail!

Post by Yaerin » Thu Jan 25, 2024 7:42 pm

Axxye wrote:
Thu Jan 25, 2024 12:17 pm
Imagine getting doored 6v2 and then spam quaffing your vials, lmao
No need to imagine when there is an accessible log of those events.

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

Re: Fail!

Post by Jaster » Thu Jan 25, 2024 8:20 pm

Who was the 6v2? Was hoping for the log. Boo

Roberto
Posts: 200
Joined: Mon Jun 26, 2017 10:02 pm

Re: Fail!

Post by Roberto » Thu Jan 25, 2024 10:19 pm

The Tar Valon Road
Tended and fenced fields abruptly end against the border of a dense forest
on either side of the road. It looks as if a drainage trench had once
been attempted to help clear the muddy roads during spring rains, but
of late they have fallen into disrepair.
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon
*Jestin* is standing here, riding a wild stallion.
*Zynak* is standing here.

* S HP:Hurt MV:Tiring >
1
2
backstab h.dark
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
You silently approach your victim...
-=+**+=- -=+*
You need to wield a weapon to make it a success.

* S HP:Hurt MV:Tiring >

*Jestin* gets a water skin from a small purse.
*Jestin* gets a water skin from a small purse.

melosa
Posts: 16
Joined: Thu Jan 04, 2024 11:32 am

Re: Fail!

Post by melosa » Fri Jan 26, 2024 2:52 am

Jestin refilled his water skins from your sad sad tears *tease Roberto*

Kiltwich
Posts: 64
Joined: Fri Aug 05, 2022 1:05 am

Re: Fail!

Post by Kiltwich » Sun Jan 28, 2024 2:06 am

00:20:41.178 Walker says 'he resting 1n' <----I KNOW WHAT MUST BE DONE!

00:20:41.306 * R HP:Scratched MV:Full >
00:20:41.426 [k 1.dark]
00:20:41.426 They aren't here.

00:20:41.556 * R HP:Scratched MV:Full >

00:20:41.926 A bloodstock stallion flickers its ears.

00:20:42.058 * R HP:Scratched MV:Full >
00:20:42.592 not
00:20:43.178 You start paying increased attention to your surroundings.

00:20:43.366 * R HP:Scratched MV:Full >
00:20:43.386 n;rt

00:20:43.465 Walker says 'nm'

00:20:43.487 * R HP:Scratched MV:Full >
00:20:43.925 Deserted Guest House
00:20:43.925 A massive table of wood stands in the center of this room, which appears to
00:20:43.926 have been deserted long ago. Other than the table, the only sign that
00:20:43.930 anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
00:20:43.930 on the east wall. There is a darkened room to the west.
00:20:43.934 [ obvious exits: S W ]
00:20:43.934 Zone: Blighted Grove
00:20:43.935 A warhorse is here, stamping his feet impatiently, being ridden by you.
00:20:43.941 *Pseudomonas* is standing here.
00:20:43.943 A trolloc is here commanding a fist of troops.
00:20:43.946 A hideous trolloc is here, in a world of hurt.
00:20:43.949 A hideous trolloc is here, in a world of hurt.
00:20:43.952 A hideous trolloc is here, in a world of hurt.
00:20:43.955 A beastly, boar-headed trolloc growls maliciously.
00:20:43.959 A beastly, boar-headed trolloc growls maliciously.
00:20:43.962 A silent, black-robed figure watches you from afar.

00:20:44.056 * R HP:Scratched MV:Full >
00:20:44.333 [charge h.dark]
00:20:44.335 You line up your charge...

00:20:44.443 Pseudomonas bellows 'pE'
-=+
00:20:45.303 Glynn has arrived from the south, riding a bloodstock stallion.
00:20:45.308 Davee has arrived from the south, riding a warhorse.
*
00:20:45.548 Glynn slashes *Pseudomonas*'s left leg into bloody fragments!
00:20:45.549 Walker smites *Pseudomonas*'s right leg into bloody fragments!


00:20:45.813 Vianca narrates 'i killin ent trees'
*
00:20:45.926 You can't charge a fighting person, you might hit the wrong target!

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