Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Shzrei
Posts: 156
Joined: Sat May 02, 2015 7:52 am

Re: Crit kills

Post by Shzrei » Thu May 18, 2023 11:12 am

* S HP:Battered MV:Haggard >
The Common Room
[ obvious exits: N S ]
Zone: Whitebridge
Door north: common
Door south: window
You sense a hidden life form in the area...
A raven is here flying around.
A man is here.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.
Selaana is standing here.
Selaana is surrounded by a shimmering white aura!
A man is here.
A bartender serves customers with a greedy smile.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.

* S HP:Battered MV:Haggard > [kill h.light]
You pound *Arjuna*'s right arm hard.
*Arjuna* panics, and attempts to flee!

* S HP:Battered MV:Haggard - Arjuna: Critical >
You pound *Arjuna*'s right arm very hard.
*Arjuna* 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 *Arjuna*'s death cry.
A barmaid gesticulates strangely.
A barmaid panics, and attempts to flee!
You swiftly dodge a drunken fool's attempt to stab you.
Selaana joins a drunken fool's fight!
Selaana's hands begin weaving crystals of water and air...
Your body is pierced by razor sharp ice spikes sent by Selaana!
A bartender joins a drunken fool's fight!
A bartender bellows 'Z\N]cVleMF cR[kxE vd TqxLseQ]K mJcd ]DkshF]'
A barmaid bellows 'whCga m gCxu`dR^ thbC_sp TMbg vjJNm'
A barmaid panics, and attempts to flee!
A drunken fool tries to stab you, but you dodge the attack.
Ok.
Lisennet narrates 'not hitting that'

* S HP:Critical MV:Haggard - a drunken fool: Scratched >
You panic and attempt to flee!

You flee head over heels.
Side Alley
[ obvious exits: E W ]
Zone: Whitebridge
Door east: smallgate
Door west: sidegate
I see no common there.

o S HP:Critical MV:Haggard > Back Alley
[ obvious exits: N E S ]
Zone: Whitebridge
Door east: sidegate

o S HP:Critical MV:Haggard >
You narrate 'rip'

o S HP:Critical MV:Haggard >
You have 24(396) hit and 31(263) movement points.
You have scored 108559970 experience points and 964 quest points.
You need 1727259393 exp to level and 36 qp to rank.
You have amassed 318 Turn points to date.
You have played 352 days and 15 hours (real time).
This ranks you as Shzrei the Grotesque Torturer [Dhai'mon 6] (Level 51).
You are standing.

o S HP:Critical MV:Haggard >
You narrate 'in selaaana'

o S HP:Critical MV:Haggard >
Lisennet narrates 'lol'

o S HP:Critical MV:Haggard >
Players in your Zone
--------------------
Shzrei - Back Alley
Lisennet - Inside the Gate

neshaminy
Posts: 9
Joined: Mon Jun 26, 2017 7:29 pm

Re: Crit kills

Post by neshaminy » Fri May 19, 2023 10:10 pm

You attempt to hide yourself.

* S HP:Scratched MV:Winded >
You silently approach your victim...


-=
+*
*+
=
You have been revealed!

-
-

(tic_timer): Estimated aggro pulse
=+
n
*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Scratched MV:Winded - Waylon: Healthy >
n

*Waylon* tries to lance you, but you deflect the blow.
*Waylon* panics, and attempts to flee!

* S HP:Scratched MV:Winded - Waylon: Healthy >
*Waylon* leaves north riding a Domani razor.

o S HP:Scratched MV:Winded >
n

*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Scratched MV:Winded >
*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Scratched MV:Winded >
sta
n

*Waylon* clumsily charges you with his a partisan bearing the arms of Ghealdan, but you deftly step
aside.

* S HP:Scratched MV:Winded - Waylon: Healthy >
No way! You're fighting for your life!

f
* S HP:Scratched MV:Winded - Waylon: Healthy > No way! You're fighting for your life!

* S HP:Scratched MV:Winded - Waylon: Healthy > No way! You're fighting for your life!

* S HP:Scratched MV:Winded - Waylon: Healthy > Do you not consider fighting as standing?

* S HP:Scratched MV:Winded - Waylon: Healthy > No way! You're fighting for your life!

* S HP:Scratched MV:Winded - Waylon: Healthy > You try to pierce *Waylon*, but
he parries successfully.
You panic and attempt to flee!


You flee head over heels.
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 ]
Zone: Parched Ground
North:
o S HP:Scratched MV:Winded >
n
as
h;backstab h.light
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Scratched MV:Winded >
You silently approach your victim...



(tic_timer): Estimated aggro pulse
-=
+*

*Waylon* leaves east riding a Domani razor.

*
+=
-
-=

(tic_timer): Tic in 7 seconds!
+*
Backstab who?

o S HP:Scratched MV:Winded >

*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Scratched MV:Winded >
n
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 ]
Zone: Parched Ground

o S HP:Scratched MV:Winded >
s
as
h;backstab h.light
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Scratched MV:Winded >
The sun rises.
(tic_timer): Tic length updated to: 60.548 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Scratched MV:Tiring > You silently approach your victim...

-
n
=+
Cancelled.
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 ]
Zone: Parched Ground

* S HP:Scratched MV:Tiring >
s
a
k light
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Scratched MV:Tiring > You try to pierce *Waylon*, but he parries successfully.

l Waylon
* S HP:Scratched MV:Tiring - Waylon: Healthy >

Waylon is in excellent condition.
Waylon is healthy.

*Waylon* is using:
<used as light> a crystal lightstick
<worn on head> a gold-chased morion with an engraved silver comb
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn about body> a black, silver-embroidered cape
<slung on back> a backpack
<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 silver etched shield
<wielded> a partisan bearing the arms of Ghealdan
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of gleaming metal boots

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

* S HP:Scratched MV:Tiring - Waylon: Healthy >

*Waylon* tries to lance you, but you parry successfully.
You try to pierce *Waylon*, but he parries successfully.

* S HP:Scratched MV:Tiring - Waylon: Healthy >

(tic_timer): Estimated aggro pulse

You try to pierce *Waylon*, but he parries successfully.

* S HP:Scratched MV:Tiring - Waylon: Healthy >

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

* S HP:Scratched MV:Tiring - Waylon: Healthy >

You try to pierce *Waylon*, but he parries successfully.

f
* S HP:Scratched MV:Tiring - Waylon: Healthy >
You panic and attempt to flee!


You flee head over heels.
In a Depression
Off the beaten path, this dusty depression provides some protection from
the hot winds of the Blight and the small sandstorms that sprout up from
time to time. Small scrub bushes surround the depression providing a
barrier of sorts. During times of high rainfall this sunken land forms
pools of water providing sustenance to the surrounding vegetation.
[ obvious exits: N E ]
Zone: Parched Ground

* S HP:Scratched MV:Tiring >
e
as
h;backstab h.light
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Scratched MV:Tiring >
You silently approach your victim...


n
as
h;backstab h.light
-=
Cancelled.
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 ]
Zone: Parched Ground

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

* S HP:Scratched MV:Winded > Backstab who?

* S HP:Scratched MV:Winded >
n
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 ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Scratched MV:Winded >
ah
[ambush human]
You can't seem to find any place to set up an ambush.

* S HP:Scratched MV:Winded >

(tic_timer): Estimated aggro pulse
n
w
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Scratched MV:Winded > 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 ]
Zone: Parched Ground
South: A black wolf growls loudly, poised to leap.
West: A big brown bear growls angrily about him.

* S HP:Scratched MV:Winded >
ah
[ambush human]
You can't seem to find any place to set up an ambush.

* S HP:Scratched MV:Winded >
l
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 ]
Zone: Parched Ground
South: A black wolf growls loudly, poised to leap.
West: A big brown bear growls angrily about him.

* S HP:Scratched MV:Winded >
prac
You have got -4 practice sessions left.
You are skilled in the following:
shield parry (Excellent)
long blades (Poor)
medium blades (Poor)
fencing blades (Poor)
steal (Awful)
pick (Average)
hide (Superb)
sneak (Superb)
dodge (Superb)
attack (Average)
backstab (Superb)
short blades (Superb)
search (Poor)
track (Poor)
notice (Superb)
camouflage (Poor)
ranger sneak (Poor)
survival (Level 2)

* S HP:Scratched MV:Winded >
eq
You are using:
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a strange, insectoid helm
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn on body> a tunic of finely-crafted chain
<worn about body> a black wool cape embroidered with a swooping hawk
<slung on back> a backpack
<worn on arms> a pair of riveted chainmail sleeves
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a polished onyx-inlaid shield
<wielded> a silver-winged basilard
<worn about waist> a belt with a buckle of cuendillar
<worn on belt> a bunch of fireworks
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of lissome leather boots with metal capped toes

score
* S HP:Scratched MV:Winded >
You have 381(384) hit and 107(240) movement points.
You have scored 103053215 experience points and 6 quest points.
You need 446785 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 15 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

* S HP:Scratched MV:Winded >

(tic_timer): Estimated aggro pulse
l
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 ]
Zone: Parched Ground
West: A big brown bear growls angrily about him.

* S HP:Scratched MV:Winded >
*Waylon* has arrived from the east, riding a Domani razor.

* S HP:Scratched MV:Winded >

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

* S HP:Scratched MV:Winded - Waylon: Healthy >

You try to pierce *Waylon*, but he parries successfully.

* S HP:Scratched MV:Winded - Waylon: Healthy >

You try to pierce *Waylon*, but he deflects the blow.

* S HP:Scratched MV:Winded - Waylon: Healthy >
nar on waylon
You narrate 'on waylon'

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

* S HP:Scratched MV:Winded - Waylon: Healthy >
nar had pog

(tic_timer): Estimated aggro pulse
You try to pierce *Waylon*, but he deflects the blow.
You narrate 'had pog'

* S HP:Scratched MV:Winded - Waylon: Healthy >

*Waylon* looks at you.

nar las
* S HP:Scratched MV:Winded - Waylon: Healthy >
You narrate 'las'

* S HP:Scratched MV:Winded - Waylon: Healthy >

You try to pierce *Waylon*, but he parries successfully.

* S HP:Scratched MV:Winded - Waylon: Healthy >
nar has lol
You narrate 'has lol'

* S HP:Scratched MV:Winded - Waylon: Healthy >
*Waylon* sends you sprawling with a powerful bash!

* S HP:Scratched MV:Winded - Waylon: Healthy >

*Waylon* lances your left leg hard.

* S HP:Scratched MV:Winded - Waylon: Healthy >
sniff

*Waylon* lances your left arm very hard.

* S HP:Scratched MV:Winded - Waylon: Healthy >

(tic_timer): Estimated aggro pulse
You sniff sadly. *SNIFF*

* S HP:Scratched MV:Winded - Waylon: Healthy >

You try to pierce *Waylon*, but he deflects the blow.

* S HP:Scratched MV:Winded - Waylon: Healthy >

(tic_timer): Tic in 7 seconds!

You try to pierce *Waylon*, but he parries successfully.

* S HP:Scratched MV:Winded - Waylon: Healthy >
cw

*Waylon* sends you sprawling with a powerful bash!

* S HP:Scratched MV:Winded - Waylon: Healthy >

*Waylon* lances your body hard.

cww
* S HP:Hurt MV:Winded - Waylon: Healthy >
f
w
as
h;backstab h.light

*Waylon* lances your body very hard.

* S HP:Hurt MV:Winded - Waylon: Healthy >

(tic_timer): Estimated aggro pulse
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 192 hit points.

* S HP:Hurt MV:Winded - Waylon: Healthy > [change wimpy 370]
You will now flee if you go below 192 hit points.

* S HP:Hurt MV:Winded - Waylon: Healthy >
You try to pierce *Waylon*, but he parries successfully.
The day has begun.
(tic_timer): Tic length updated to: 60.548 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.
You panic and attempt to flee!

You flee head over heels.
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.
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 ]
Zone: Parched Ground
South: A black wolf growls loudly, poised to leap.
West: A big brown bear growls angrily about him.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Tiring >
You silently approach your victim...


-=
+*
*+
=-
-
=+
*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Tiring - Waylon: Healthy >

*Waylon* lances your right arm.

* S HP:Hurt MV:Tiring - Waylon: Healthy >
*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - Waylon: Healthy >
*Waylon* leaves east riding a Domani razor.

* S HP:Hurt MV:Tiring >
w

*Waylon* has arrived from the east, riding a Domani razor.

w
* S HP:Hurt MV:Tiring >

*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Hurt MV:Tiring >

(tic_timer): Estimated aggro pulse
*Waylon* clumsily charges you with his a partisan bearing the arms of Ghealdan, but you deftly step
aside.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Waylon: Healthy > No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Waylon: Healthy >
f
You try to pierce *Waylon*, but he deflects the blow.
You panic and attempt to flee!

w
as
h;backstab h.light
You flee head over heels.
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.
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 ]
Zone: Parched Ground
South: A black wolf growls loudly, poised to leap.
West: A big brown bear growls angrily about him.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Tiring >
You silently approach your victim...


-=
+*
*+
=-
-
*Waylon* leaves east riding a Domani razor.

=+
*
Backstab who?

* S HP:Hurt MV:Tiring >
a
k light
*Waylon* has arrived from the east, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Waylon: Healthy >

(tic_timer): Estimated aggro pulse
a
k light
You do the best you can!

* S HP:Hurt MV:Tiring - Waylon: Healthy >

A black wolf has arrived from the south.
A black wolf tries to hit you, but you dodge the attack.

* S HP:Hurt MV:Tiring - Waylon: Healthy >
sniff

You try to pierce *Waylon*, but he parries successfully.

* S HP:Hurt MV:Tiring - Waylon: Healthy > You sniff sadly. *SNIFF*

* S HP:Hurt MV:Tiring - Waylon: Healthy >
A black wolf tries to hit you, but you dodge the attack.
You try to pierce *Waylon*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Waylon: Healthy >
f
You panic and attempt to flee!


You flee head over heels.
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Hurt MV:Tiring >
w
w
A black wolf has arrived from the west.
No way! You're fighting for your life!

w
* S HP:Hurt MV:Tiring - a black wolf: Scratched > No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a black wolf: Scratched > No way! You're fighting for your life!

f
* S HP:Hurt MV:Tiring - a black wolf: Scratched >
w
You panic and attempt to flee!


*Waylon* has arrived from the west, riding a Domani razor.

You flee head over heels.
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 ]
Zone: Parched Ground
West: A big brown bear growls angrily about him.
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
A big brown bear growls angrily about him.

* S HP:Hurt MV:Tiring >
w
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A big brown bear growls angrily about him.
A chunk of sandstone lies on the ground.

* S HP:Hurt MV:Tiring >
e
e

(tic_timer): Estimated aggro pulse
e
*Waylon* has arrived from the east, riding a Domani razor.
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.
A big brown bear growls angrily about him.

s
* S HP:Hurt MV:Tiring > 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 ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt 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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Hurt MV:Tiring > A Shienaran footman tries to slash you, but you parry successfully.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
A Shienaran lieutenant slashes your body.
A Shienaran footman tries to slash you, but you parry successfully.
You try to pierce a Shienaran footman, but he deflects the blow.
A Shienaran footman tickles your left leg with his slash.
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Shienaran footman: Healthy >
f
You panic and attempt to flee!


A Shienaran lieutenant slashes your body.
A Shienaran footman tries to slash you, but you parry successfully.
You try to pierce a Shienaran footman, but he parries successfully.
A Shienaran footman tickles your body with his slash.
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 ]
Zone: Parched Ground

* S HP:Hurt MV:Winded >

*Waylon* has arrived from the north, riding a Domani razor.

sc
* S HP:Hurt MV:Winded >
You have 312(384) hit and 119(240) movement points.
You have scored 103048991 experience points and 6 quest points.
You need 451009 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 15 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

* S HP:Hurt MV:Winded >
*Waylon* tries to lance you, but you deflect the blow.

w
* S HP:Hurt MV:Winded - Waylon: Healthy >
You try to pierce *Waylon*, but he parries successfully.
*Waylon* tries to lance you, but you parry successfully.

* S HP:Hurt MV:Winded - Waylon: Healthy > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Healthy >
f
You panic and attempt to flee!


(tic_timer): Estimated aggro pulse

*Waylon* sends you sprawling with a powerful bash!


*Waylon* lances your body very hard.


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 ]
Zone: Parched Ground
East:
* S HP:Hurt MV:Winded >
w
w
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A ter'angreal stands here, humming quietly.

* S HP:Hurt MV:Winded > A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

* S HP:Hurt MV:Winded >
n
w
n
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A black wolf growls loudly, poised to leap.
A chunk of sandstone lies on the ground.

n
* S HP:Hurt MV:Winded > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Winded >
t monsoon on?
You tell Monsoon 'on?'

n
* S HP:Hurt MV:Winded >
e
n
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Winded > Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]
Zone: Parched Ground

n
* S HP:Hurt MV:Winded > A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Winded > A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground


(tic_timer): Estimated aggro pulse
where
* S HP:Hurt MV:Winded >
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

e
* S HP:Hurt MV:Winded >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
East: A big brown bear growls angrily about him.

e
* S HP:Hurt MV:Winded >
n
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
South: A chestnut stallion trots about.
A big brown bear growls angrily about him.

* S HP:Hurt MV:Winded > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
South: A big brown bear growls angrily about him.

* S HP:Hurt MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - Road to Tarwin's Gap
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >

(tic_timer): Tic in 7 seconds!
n
ah
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > [ambush human]
You can't seem to find any place to set up an ambush.

* S HP:Hurt MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - Road to Tarwin's Gap
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse

The lightning stops.
(tic_timer): Tic length updated to: 61.063 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.

* S HP:Hurt MV:Tiring >
l
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

* S HP:Hurt MV:Tiring >

(tic_timer): Estimated aggro pulse
where
e
Players in your Zone
--------------------
Neshaminy - Road to Tarwin's Gap
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Tiring > Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Hurt MV:Tiring >
e
e
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Hurt MV:Tiring > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.

where
* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Neshaminy - Road to Tarwin's Gap

* S HP:Hurt MV:Tiring >
e
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

where
* S HP:Hurt MV:Tiring >
Players in your Zone
--------------------
Neshaminy - Bend in the Road

* S HP:Hurt MV:Tiring >

*Waylon* has arrived from the west, riding a Domani razor.

* S HP:Hurt MV:Tiring >
a
k light
a
k light
You try to pierce *Waylon*, but he deflects the blow.

* S HP:Hurt MV:Tiring - Waylon: Healthy > You do the best you can!

* S HP:Hurt MV:Tiring - Waylon: Healthy >

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 pierce *Waylon*'s body.

* S HP:Hurt MV:Tiring - Waylon: Scratched >

(tic_timer): Estimated aggro pulse

A myrddraal slashes Waylon's body.
A Kno'mon trolloc tries to cleave Waylon, but he parries successfully.
A Kno'mon trolloc tries to cleave Waylon, but he parries successfully.
You try to pierce *Waylon*, but he parries successfully.

* S HP:Hurt MV:Tiring - Waylon: Scratched >

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

* S HP:Hurt MV:Tiring - Waylon: Scratched >

You pierce *Waylon*'s body.

* S HP:Hurt MV:Tiring - Waylon: Scratched >

A myrddraal barely slashes Waylon's right leg.
A Kno'mon trolloc cleaves Waylon's left leg.
A Kno'mon trolloc cleaves Waylon's right arm.
You pierce *Waylon*'s head.

* S HP:Hurt MV:Tiring - Waylon: Hurt >
br
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

* S HP:Hurt MV:Tiring - Waylon: Hurt >

A myrddraal tries to slash Waylon, but he deflects the blow.
A Kno'mon trolloc cleaves Waylon's left hand.
A Kno'mon trolloc tries to cleave Waylon, but he deflects the blow.
You try to pierce *Waylon*, but he parries successfully.

* S HP:Hurt MV:Tiring - Waylon: Hurt >

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

* S HP:Hurt MV:Tiring - Waylon: Hurt >

A myrddraal slashes Waylon's body hard.
A Kno'mon trolloc cleaves Waylon's body.
A Kno'mon trolloc cleaves Waylon's left leg.
You pierce *Waylon*'s body hard.

* S HP:Hurt MV:Tiring - a myrddraal: Healthy - Waylon: Hurt >

(tic_timer): Estimated aggro pulse

*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Tiring - a myrddraal: Healthy - Waylon: Hurt >
*Waylon* leaves west riding a Domani razor.

* S HP:Hurt MV:Tiring >
cw
w
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 192 hit points.

as
h;backstab h.light
* S HP:Hurt MV:Tiring >
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Tiring >
You silently approach your victim...


-=
+*
*+
=-
-
=+
*
You have been revealed!
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Winded - Waylon: Hurt >
*Waylon* tries to lance you, but you parry successfully.

* S HP:Hurt MV:Winded - Waylon: Hurt >

*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Waylon: Hurt >

*Waylon* leaves east riding a Domani razor.


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded >
f
e

*Waylon* has arrived from the east, riding a Domani razor.

* S HP:Hurt MV:Winded >
*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Hurt MV:Winded >

*Waylon* clumsily charges you with his a partisan bearing the arms of Ghealdan, but you deftly step
aside.

* S HP:Hurt MV:Winded - Waylon: Hurt > You panic and attempt to flee!

You flee head over heels.
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
*Waylon* is standing here, riding a Domani razor.

* S HP:Hurt MV:Winded >
e
as
h;backstab h.light
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
West: A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
l
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
West: A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse
n
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A tall dust-colored gelding prances in a circle here.

* S HP:Hurt MV:Winded >
k gelding
You pierce a dust-colored gelding's left leg extremely hard.

* S HP:Hurt MV:Winded - a dust-colored gelding: Hurt >

(tic_timer): Tic in 7 seconds!
l

A dust-colored gelding tries to hit you, but you parry successfully.
You pierce a dust-colored gelding's body very hard.

* S HP:Hurt MV:Winded - a dust-colored gelding: Hurt >
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A dust-colored gelding is here, fighting YOU!

* S HP:Hurt MV:Winded - a dust-colored gelding: Hurt >
f
as
h;backstab h.light
You panic and attempt to flee!


*Waylon* has arrived from the south, riding a Domani razor.


A dust-colored gelding tries to hit you, but you dodge the attack.

You flee head over heels.
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
e
s
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
*Waylon* is standing here, riding a Domani razor.
A tall dust-colored gelding prances in a circle here.

* S HP:Hurt MV:Winded > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Hurt MV:Winded >

The lightning stops.
(tic_timer): Tic length updated to: 60.916 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.

* S HP:Hurt MV:Tiring >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >
as
h;backstab h.light
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >
as
h;backstab h.light
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Tiring > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Tiring >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >

(tic_timer): Estimated aggro pulse
sc
You have 327(384) hit and 128(240) movement points.
You have scored 103054220 experience points and 6 quest points.
You need 445780 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 15 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

* S HP:Hurt MV:Tiring >
n
as
h;backstab h.light
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A tall dust-colored gelding prances in a circle here.

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

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Tiring >

*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Hurt MV:Tiring >
k gelding
You pierce a dust-colored gelding's right hand very hard.

f
* S HP:Hurt MV:Tiring - a dust-colored gelding: Hurt >
You panic and attempt to flee!

as
h;backstab h.light
*Waylon* tries to lance you, but you deflect the blow.
You flee head over heels.
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring > Backstab who?

* S HP:Hurt MV:Winded >
e
as
h;backstab h.light
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
*Waylon* is standing here, riding a Domani razor.
A tall dust-colored gelding prances in a circle here.

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

* S HP:Hurt MV:Winded >
You silently approach your victim...


s
as
h;backstab h.light
-=
Cancelled.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

* S HP:Hurt MV:Winded > Backstab who?


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded >
s
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A timber wolf is here, snarling hungrily.

* S HP:Hurt MV:Winded >
n
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Hurt MV:Winded >
s

*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Hurt MV:Winded > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A timber wolf is here, snarling hungrily.

k wolf
* S HP:Hurt MV:Winded >
*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Hurt MV:Winded >
You pierce a timber wolf's body into bloody fragments!

* S HP:Hurt MV:Winded - a timber wolf: Hurt >

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

f
* S HP:Hurt MV:Winded - a timber wolf: Hurt >
as
h;backstab h.light
You pierce a timber wolf's left leg very hard.
You panic and attempt to flee!


*Waylon* lances your body hard.
You swiftly dodge a timber wolf's attempt to hit you.

You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded >
e
as
h;backstab h.light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is standing here, riding a Domani razor.
A timber wolf is here, snarling hungrily.

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

* S HP:Hurt MV:Winded >
You silently approach your victim...


-
*Waylon* sends you sprawling with a powerful bash!

n
* S HP:Hurt MV:Winded - Waylon: Hurt >
sta

*Waylon* lances your right leg hard.

* S HP:Hurt MV:Winded - Waylon: Hurt >
f
s
as
h;backstab h.light

*Waylon* lances your left arm hard.

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

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

* S HP:Hurt MV:Winded - Waylon: Hurt > You panic and attempt to flee!

You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is standing here, riding a Domani razor.
A timber wolf is here, snarling hungrily.


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded >
You silently approach your victim...


-=
+*
*+
=-
-
You have been revealed!

=+
*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Winded - Waylon: Hurt >

*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Waylon: Hurt >

*Waylon* leaves north riding a Domani razor.

sta
* S HP:Hurt MV:Winded >
*Waylon* has arrived from the north, riding a Domani razor.

n
* S HP:Hurt MV:Winded >
n

*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Hurt MV:Winded >

*Waylon* clumsily charges you with his a partisan bearing the arms of Ghealdan, but you deftly step
aside.

* S HP:Hurt MV:Winded - Waylon: Hurt >
f
s
Do you not consider fighting as standing?

as
h;backstab h.light
* S HP:Hurt MV:Winded - Waylon: Hurt > No way! You're fighting for your life!


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded - Waylon: Hurt > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Hurt > You panic and attempt to flee!


A timber wolf tries to hit you, but you dodge the attack.

You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
Alas, you cannot go that way...

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

* S HP:Hurt MV:Winded > Backstab who?

e

(tic_timer): Tic in 7 seconds!
* S HP:Hurt MV:Winded >
as
h;backstab h.light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is standing here, riding a Domani razor.
A timber wolf is here, snarling hungrily.

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

* S HP:Hurt MV:Winded >
You silently approach your victim...


*Waylon* leaves west riding a Domani razor.

-=
+*
*+
=-
-
=+
*
Backstab who?

* S HP:Hurt MV:Winded >
n
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.916 seconds.
(tic_timer): Exact aggro pulse

s
* S HP:Hurt MV:Winded >
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A timber wolf is here, snarling hungrily.

k wolf
* S HP:Hurt MV:Winded >
You pierce a timber wolf's body into bloody fragments!

f
as
h;backstab h.light
* S HP:Hurt MV:Winded - a timber wolf: Wounded >
You panic and attempt to flee!

You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >

*Waylon* has arrived from the west, riding a Domani razor.

s
* S HP:Hurt MV:Winded >
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A timber wolf is here, snarling hungrily.

k wolf
* S HP:Hurt MV:Winded >
f
You pierce a timber wolf's head very hard.

as
h;backstab h.light
* S HP:Hurt MV:Winded - a timber wolf: Wounded >
PANIC! You couldn't escape!

* S HP:Hurt MV:Winded - a timber wolf: Wounded > [hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Winded - a timber wolf: Wounded > A timber wolf tries to hit you, but you parry
successfully.
You pierce a timber wolf's body very hard.
No way! You're fighting for your life!

as
h;backstab h.light
* S HP:Hurt MV:Winded - a timber wolf: Battered >
as
h;backstab h.light
[hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Winded - a timber wolf: Battered > No way! You're fighting for your life!

f
* S HP:Hurt MV:Winded - a timber wolf: Battered > [hide ]
No way! You're fighting for your life!

as
h;backstab h.light
* S HP:Hurt MV:Winded - a timber wolf: Battered > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - a timber wolf: Battered > You panic and attempt to
flee!


*Waylon* has arrived from the north, riding a Domani razor.


A timber wolf tries to hit you, but you dodge the attack.

You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse
s
as
h;backstab h.light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is standing here, riding a Domani razor.
A timber wolf is here, snarling hungrily.

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

* S HP:Hurt MV:Winded >
You silently approach your victim...


-=
+*
*
*Waylon* tries to lance you, but you parry successfully.

+
=-
f
-
=Cancelled.
You panic and attempt to flee!


You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

* S HP:Hurt MV:Winded >
n
e
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.

* S HP:Hurt MV:Winded > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Hurt MV:Winded >

A myrddraal leaves south.
A Kno'mon trolloc leaves south.
A Kno'mon trolloc leaves south.

* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse
s
as
h;backstab h.light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc is here, fighting a timber wolf.
A myrddraal slowly gazes about, leaving you shaken.
A timber wolf is here, fighting a Kno'mon trolloc.

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

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
w
as
h;backstab h.light
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Winded >
You silently approach your victim...


-=
+*
*+
=-
-
=+
Your blood freezes as you hear something's death cry.

*
*Waylon* makes a strange sound as you place a silver-winged basilard in his back!
*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Waylon: Critical >

*Waylon* panics, and attempts to flee!

w
a
k light
* S HP:Hurt MV:Winded - Waylon: Critical >
br
w
a
k light

*Waylon* leaves east riding a Domani razor.
*Waylon* has arrived from the east, riding a Domani razor.

w
* S HP:Hurt MV:Winded >
*Waylon* leaves west riding a Domani razor.

a
k light
w
* S HP:Hurt MV:Winded > A myrddraal has arrived from the east.
A Kno'mon trolloc has arrived from the east.
A Kno'mon trolloc has arrived from the east.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

a
k light
w
* S HP:Hurt MV:Winded > You try to pierce *Waylon*, but he deflects the blow.

a
k light
w

(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Winded - Waylon: Beaten > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

w
a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

w
a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

w
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

w
a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

w
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

w
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > You try to pierce *Waylon*, but he parries successfully.
You try to pierce *Waylon*, but he parries successfully.
You do the best you can!

w
a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

w
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Beaten >
*Waylon* sends you sprawling with a powerful bash!

* S HP:Hurt MV:Winded - Waylon: Beaten >
grin

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

* S HP:Hurt MV:Winded - Waylon: Beaten >
nar waylon beat

*Waylon* lances your right leg hard.

* S HP:Hurt MV:Winded - Waylon: Beaten >

(tic_timer): Estimated aggro pulse
You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

* S HP:Hurt MV:Winded - Waylon: Beaten > You try to pierce *Waylon*, but he deflects the blow.
You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

cw
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

f
w
* S HP:Hurt MV:Winded - Waylon: Beaten > No way! You're fighting for your life!

as
h;backstab h.light
* S HP:Hurt MV:Winded - Waylon: Beaten > You do the best you can!

* S HP:Hurt MV:Winded - Waylon: Beaten > You grin evilly.

* S HP:Hurt MV:Winded - Waylon: Beaten > You try to pierce *Waylon*, but he deflects the blow.
You narrate 'waylon beat'

* S HP:Hurt MV:Winded - Waylon: Beaten > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 192 hit points.

* S HP:Hurt MV:Winded - Waylon: Beaten >
You panic and attempt to flee!


*Waylon* sends you sprawling with a powerful bash!


*Waylon* lances your body hard.

You flee head over heels.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
South: A big brown bear growls angrily about him.

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

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
e
e
as
h;backstab h.light
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Weary > You silently approach your victim...

-
*Waylon* leaves west riding a Domani razor.


(tic_timer): Estimated aggro pulse
=+
*
*+
=-
-
=+
*
Backstab who?


(tic_timer): Tic in 7 seconds!
* S HP:Hurt MV:Weary >
w
w
as
h;backstab h.light
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

* S HP:Hurt MV:Weary > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
South: A big brown bear growls angrily about him.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Weary > You silently approach your victim...

s
-
as
h;backstab h.light
=Cancelled.
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
North: South: A chestnut stallion trots about.
A big brown bear growls angrily about him.

* S HP:Hurt MV:Weary > *Waylon* has arrived from the north, riding a Domani razor.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Weary >
You silently approach your victim...


*Waylon* leaves west riding a Domani razor.

-=
w
w
as
h;backstab h.light
+*
Cancelled.
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
East: A big brown bear growls angrily about him.
*Waylon* is standing here, riding a Domani razor.

* S HP:Hurt MV:Weary > A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East:
* S HP:Hurt MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Weary > Backstab who?

* S HP:Hurt MV:Weary >
as
h;backstab h.light
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.766 seconds.
(tic_timer): Exact aggro pulse
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > Backstab who?

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

* S HP:Hurt MV:Winded > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Winded >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
e
as
h;backstab h.light
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
East: A big brown bear growls angrily about him.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Weary >
You silently approach your victim...


w
as
h;backstab h.light
-=
Cancelled.
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East:
* S HP:Hurt MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Weary > Backstab who?

* S HP:Hurt MV:Weary >
*Waylon* has arrived from the east, riding a Domani razor.

l
* S HP:Hurt MV:Weary >
*Waylon* leaves south riding a Domani razor.
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Weary >

(tic_timer): Estimated aggro pulse
s
w
as
h;backstab h.light
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

* S HP:Hurt MV:Weary > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
East: An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* S HP:Hurt MV:Weary > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Weary >
The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!

* S HP:Hurt MV:Weary - the ancient tree: Scratched >
[hide ]
No way! You're fighting for your life!

f
* S HP:Hurt MV:Weary - the ancient tree: Scratched > No way! You're fighting for your life!

e
* S HP:Hurt MV:Weary - the ancient tree: Scratched >
as
h;backstab h.light
PANIC! You couldn't escape!

* S HP:Hurt MV:Weary - the ancient tree: Scratched > No way! You're fighting for your life!

* S HP:Hurt MV:Weary - the ancient tree: Scratched > [hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Weary - the ancient tree: Scratched > The ancient tree barely tickles your body with
its hit.
You pierce the ancient tree's branch extremely hard.
The ancient tree tries to hit you, but you parry successfully.
No way! You're fighting for your life!

f
as
h;backstab h.light
* S HP:Hurt MV:Weary - the ancient tree: Scratched >
You panic and attempt to flee!

You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Weary > Backstab who?

* S HP:Hurt MV:Weary >
n
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

k tree
* S HP:Hurt MV:Weary >
f
You pierce the ancient tree's trunk extremely hard.

as
h;backstab h.light
* S HP:Hurt MV:Weary - the ancient tree: Hurt > You panic and attempt to flee!


The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!


*Waylon* has arrived from the south, riding a Domani razor.


(tic_timer): Estimated aggro pulse

*Waylon* leaves east riding a Domani razor.

You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Weary > Backstab who?

* S HP:Hurt MV:Weary >
n
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
East: An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

k tre
* S HP:Hurt MV:Weary >
f
They aren't here.

* S HP:Hurt MV:Weary > A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

* S HP:Hurt MV:Weary >
k tree
They aren't here.

* S HP:Hurt MV:Weary >
w
*Waylon* leaves north riding a Domani razor.
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >
k tree
You pierce the ancient tree's roots very hard.

* S HP:Hurt MV:Weary - the ancient tree: Hurt >
f
as
h;backstab h.light
You panic and attempt to flee!


The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!


(tic_timer): Estimated aggro pulse
You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Haggard > Backstab who?

* S HP:Hurt MV:Haggard >
n
as
h;backstab h.light
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* S HP:Hurt MV:Haggard > Backstab who?

* S HP:Hurt MV:Haggard >
e
*Waylon* has arrived from the east, riding a Domani razor.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West:
* S HP:Hurt MV:Haggard >
get vial pack
There doesn't seem to be a vial in a backpack.

* S HP:Hurt MV:Haggard >
i
You are carrying:
a water skin
four copper pennys
[4] some brown kaf beans
a package of iron rations
a disc of moonstone
[3] a thin vial of yellow fluid
[6] a blue pouch of flatwort tea
[2] a sack of green ivy
a wealth of gold crowns (162)

sc
* S HP:Hurt MV:Haggard >
You have 316(384) hit and 25(240) movement points.
You have scored 103102563 experience points and 6 quest points.
You need 397437 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 16 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

* S HP:Hurt MV:Haggard >

*Waylon* has arrived from the west, riding a Domani razor.

* S HP:Hurt MV:Haggard >
e
Alas, you cannot go that way...

* S HP:Hurt MV:Haggard >
n
e

(tic_timer): Estimated aggro pulse
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Haggard > A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
East: A big brown bear growls angrily about him.

* S HP:Hurt MV:Haggard >
qua vial
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Hurt MV:Weary >
w
s
as
h;backstab h.light
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Weary > A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Weary > You silently approach your victim...

-
=+
*
*+
=-
-
=+
You have been revealed!

*
Ooops. Your clumsy execution broadcasts your intentions.
*Waylon* panics, and attempts to flee!

* S HP:Hurt MV:Weary - Waylon: Beaten >

*Waylon* leaves north riding a Domani razor.

* S HP:Hurt MV:Weary >

*Waylon* has arrived from the north, riding a Domani razor.

w
* S HP:Hurt MV:Weary >
w

*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Hurt MV:Weary >

(tic_timer): Estimated aggro pulse

*Waylon* clumsily charges you with his a partisan bearing the arms of Ghealdan, but you deftly step
aside.

* S HP:Hurt MV:Weary - Waylon: Beaten >
f
s
No way! You're fighting for your life!

as
h;backstab h.light
* S HP:Hurt MV:Weary - Waylon: Beaten > No way! You're fighting for your life!


(tic_timer): Tic in 7 seconds!
* S HP:Hurt MV:Weary - Waylon: Beaten >
You panic and attempt to flee!

You flee head over heels.
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
South: A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Hurt MV:Weary >
You silently approach your victim...


*Waylon* leaves west riding a Domani razor.

w
as
h;backstab h.light
-=
Cancelled.
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* S HP:Hurt MV:Weary >
You silently approach your victim...


*Waylon* leaves south riding a Domani razor.

s
as
h;backstab h.light
-=
Cancelled.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

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


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Weary > Backstab who?

* S HP:Hurt MV:Weary >
s
s
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.230 seconds.
(tic_timer): Exact aggro pulse
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

s
* S HP:Hurt MV:Winded > A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
North:
* S HP:Hurt MV:Winded > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
East: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded >
n
as
h;backstab h.light
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

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

* S HP:Hurt MV:Winded > Backstab who?

as
h;backstab h.light
* S HP:Hurt MV:Winded >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
n
as
h;backstab h.light
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

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

* S HP:Hurt MV:Winded > Backstab who?

e
* S HP:Hurt MV:Winded >
as
h;backstab h.light
Before a Cliff's Wall
To the north a ravine slices west under a bridge and east where it
disappears under the cliff. The ravine has cracked part of the cliff apart
allowing possible scaling of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
A lantern has been left here. [2]
A coupon for a weapon lies here.
A thick, leather backpack lies abandoned here.
A soft leather pouch has been discarded here. [16]

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

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - Before a Cliff's Wall
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >
s
s
Before a Cliff's Wall
From the southwestern corner of the hill, the entire western side of the
hill can be viewed. The winding road mirrors the cliff as it provides
passage in a north south route.
[ obvious exits: N S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

* S HP:Hurt MV:Winded > A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
A chunk of sandstone lies on the ground.
A black wolf growls loudly, poised to leap.

e

(tic_timer): Estimated aggro pulse
e
* S HP:Hurt MV:Winded >
e
as
h;backstab h.light
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded > 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 ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > 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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Hurt MV:Winded > Backstab who?

* S HP:Hurt MV:Winded >
s
w
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 ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > 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 ]
Zone: Parched Ground

* S HP:Hurt MV:Winded >
i
You are carrying:
a water skin
four copper pennys
[4] some brown kaf beans
a package of iron rations
a disc of moonstone
[2] a thin vial of yellow fluid
[6] a blue pouch of flatwort tea
[2] a sack of green ivy
a wealth of gold crowns (162)

* S HP:Hurt MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >
w
n
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

w
* S HP:Hurt MV:Winded >
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded > A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
A chunk of sandstone lies on the ground.
A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded >
n
Before a Cliff's Wall
From the southwestern corner of the hill, the entire western side of the
hill can be viewed. The winding road mirrors the cliff as it provides
passage in a north south route.
[ obvious exits: N S W ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

* S HP:Hurt MV:Winded >
w
s
n
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Winded > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
East: A black wolf growls loudly, poised to leap.

n

(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Weary > A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Weary > A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

n
* S HP:Hurt MV:Weary >
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >

*Waylon* has arrived from the east, riding a Domani razor.

where
* S HP:Hurt MV:Weary >
*Waylon* leaves south riding a Domani razor.
Players in your Zone
--------------------
Neshaminy - A Makeshift Bridge
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >
e
Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]
Zone: Parched Ground

* S HP:Hurt MV:Weary >
w
n
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >
s
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >
s
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

where
* S HP:Hurt MV:Winded >

(tic_timer): Estimated aggro pulse
Players in your Zone
--------------------
Neshaminy - A Makeshift Bridge
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Winded >
l
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Winded >
s
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

s
* S HP:Hurt MV:Weary >
A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
East: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Weary >
e
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
A chunk of sandstone lies on the ground.
A black wolf growls loudly, poised to leap.

e
* S HP:Hurt MV:Weary >
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Weary >
e
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 ]
Zone: Parched Ground
South:
e
* S HP:Hurt MV:Weary >
w
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Hurt MV:Weary > 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 ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Weary >
where
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Weary >
where
l
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Weary > 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 ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Weary >
a
k light
a
k light
They aren't here.

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

where
l
* S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

* S HP:Hurt MV:Weary > 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 ]
Zone: Parched Ground
South:
* S HP:Hurt MV:Weary >
w
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Weary >
cww
l
[change wimpy 370]
You will now flee if you go below 192 hit points.

* S HP:Hurt MV:Weary > A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded >
a
k light
w
They aren't here.

w
* S HP:Hurt MV:Winded > A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
A chunk of sandstone lies on the ground.
A black wolf growls loudly, poised to leap.

* S HP:Hurt MV:Winded > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
East: A black wolf growls loudly, poised to leap.

where
* S HP:Hurt MV:Weary >
Players in your Zone
--------------------
Neshaminy - A Road by the Ravine
You catch a faint scent of a horse nearby. 1 human

n
* S HP:Hurt MV:Weary >
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Weary >
n
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Hurt MV:Weary >
n
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >
n
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.


(tic_timer): Estimated aggro pulse
* S HP:Hurt MV:Weary >
e
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >
r

(tic_timer): Tic in 7 seconds!
You sit down and rest your tired bones.
You sheath a silver-winged basilard into a black wool cape embroidered with a swooping hawk.

draw
* S HP:Hurt MV:Weary >
l
You try to quietly draw a silver-winged basilard from a black wool cape embroidered with a swooping
hawk.

* S HP:Hurt MV:Weary >
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Hurt MV:Weary >

Your extra burst of stamina fades.
(tic_timer): Tic length updated to: 60.957 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.

* S HP:Scratched MV:Tiring >
sta
w
You stop resting, and stand up.

s
* S HP:Scratched MV:Tiring > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

s
* S HP:Scratched MV:Tiring > A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

s
* S HP:Scratched MV:Winded > A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Scratched MV:Winded >
s
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
South: A black wolf growls loudly, poised to leap.

* S HP:Scratched MV:Winded > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
A black wolf growls loudly, poised to leap.

* S HP:Scratched MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - A Road by the Ravine
You catch a faint scent of a horse nearby. 1 human

e
* S HP:Scratched MV:Winded >
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.
A chunk of sandstone lies on the ground.

* S HP:Scratched MV:Winded >
e
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Scratched MV:Winded >
e

*Waylon* leaves west riding a Domani razor.

* S HP:Scratched MV:Winded >
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 ]
Zone: Parched Ground

e
* S HP:Scratched MV:Winded >
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Scratched MV:Winded >
w
w
w
as
h;backstab h.light
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 ]
Zone: Parched Ground

* S HP:Scratched MV:Winded > A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
West:
* S HP:Scratched MV:Winded > A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
West: A black wolf growls loudly, poised to leap.
A chunk of sandstone lies on the ground.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Scratched MV:Winded >
You silently approach your victim...


-=

(tic_timer): Estimated aggro pulse
+*
*
*Waylon* leaves east riding a Domani razor.

+
=-
-
=+
*
Backstab who?

* S HP:Scratched MV:Winded >
e
e
as
h;backstab h.light
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground

* S HP:Scratched MV:Winded > 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 ]
Zone: Parched Ground
South:
* S HP:Scratched MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Winded > Backstab who?

e
* S HP:Scratched MV:Winded >
as
h;backstab h.light
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Scratched MV:Winded > Backstab who?

s
* S HP:Scratched MV:Winded >
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 ]
Zone: Parched Ground
West:
where
* S HP:Scratched MV:Winded >
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

* S HP:Scratched MV:Winded >
l
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 ]
Zone: Parched Ground

* S HP:Scratched MV:Winded >
l
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 ]
Zone: Parched Ground


(tic_timer): Estimated aggro pulse
* S HP:Scratched MV:Winded >
w
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 ]
Zone: Parched Ground

* S HP:Scratched MV:Winded >
w
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
*Waylon* is standing here, riding a Domani razor.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

* S HP:Scratched MV:Winded >
w

*Waylon* leaves east riding a Domani razor.

* S HP:Scratched MV:Winded > A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

* S HP:Scratched MV:Winded >
e
e
as
h;backstab h.light
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

* S HP:Scratched MV:Winded > 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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Scratched MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Weary > You silently approach your victim...

-
=+
*
*+
=-
-
=
You have been revealed!

+
*
Ooops. Your clumsy execution broadcasts your intentions.
*Waylon* panics, and attempts to flee!

* S HP:Scratched MV:Weary - Waylon: Battered >
*Waylon* leaves south riding a Domani razor.

* S HP:Scratched MV:Weary >

(tic_timer): Estimated aggro pulse
n
n

*Waylon* has arrived from the south, riding a Domani razor.

* S HP:Scratched MV:Weary >
*Waylon* struggles to barrel down on you, a partisan bearing the arms of Ghealdan aimed at your
chest.

* S HP:Scratched MV:Weary >
-
Suddenly *Waylon* charges you with a partisan bearing the arms of Ghealdan!
Ouch! That Really did HURT!



-=
+You flee head over heels.
Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Battered MV:Weary > 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 ]
Zone: Parched Ground
South:
* S HP:Battered MV:Weary >
s
s
as
h;backstab h.light
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 ]
Zone: Parched Ground
East:
* S HP:Battered MV:Weary > Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground

* S HP:Battered MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary > Backstab who?

* S HP:Battered MV:Weary >
e
as
h;backstab h.light
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 ]
Zone: Parched Ground

* S HP:Battered MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary > Backstab who?

n
as
h;backstab h.light
* S HP:Battered MV:Weary >
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 ]
Zone: Parched Ground

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

* S HP:Battered MV:Weary > Backstab who?

* S HP:Battered MV:Weary >
n

(tic_timer): Estimated aggro pulse
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

w
* S HP:Battered MV:Weary >
as
h;backstab h.light
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 ]
Zone: Parched Ground
South:
* S HP:Battered MV:Weary > [hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Battered MV:Weary > Backstab who?

s
* S HP:Battered MV:Weary >
w
s
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Battered MV:Weary > An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

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

* S HP:Battered MV:Weary >
w
A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

* S HP:Battered MV:Haggard >
e

*Waylon* has arrived from the east, riding a Domani razor.

as
h;backstab h.light
* S HP:Battered MV:Haggard >
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

* S HP:Battered MV:Haggard > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Haggard > Backstab who?

as
h;backstab h.light
* S HP:Battered MV:Haggard >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Haggard > Backstab who?

as
h;backstab h.light
* S HP:Battered MV:Haggard >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Haggard > Backstab who?

* S HP:Battered MV:Haggard >
qua vial
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

l
* S HP:Battered MV:Weary >
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.


(tic_timer): Estimated aggro pulse
* S HP:Battered MV:Weary >
e
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 ]
Zone: Parched Ground

* S HP:Battered MV:Weary >

(tic_timer): Tic in 7 seconds!
where
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

sc
* S HP:Battered MV:Weary >
*Waylon* has arrived from the west, riding a Domani razor.

* S HP:Battered MV:Weary >
You have 156(384) hit and 70(240) movement points.
You have scored 103099747 experience points and 6 quest points.
You need 400253 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 16 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

w
* S HP:Battered MV:Weary >
*Waylon* tries to lance you, but you deflect the blow.
No way! You're fighting for your life!

as
h;backstab h.light
* S HP:Battered MV:Weary - Waylon: Battered >
[hide ]
No way! You're fighting for your life!

f
* S HP:Battered MV:Weary - Waylon: Battered > No way! You're fighting for your life!

e
* S HP:Battered MV:Weary - Waylon: Battered >
You panic and attempt to flee!

as
h;backstab h.light
You try to pierce *Waylon*, but he parries successfully.
The clouds disappear.
(tic_timer): Tic length updated to: 60.884 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.
You flee head over heels.
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.
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 ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Battered MV:Winded >
You silently approach your victim...


w
as
h;backstab h.light
-=
Cancelled.
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

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

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
w
A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

* S HP:Battered MV:Winded >
k scout
You try to pierce a scout, but he deflects the blow.

* S HP:Battered MV:Winded - a scout: Healthy >

You pierce a scout's left arm very hard.

f
* S HP:Battered MV:Winded - a scout: Scratched >
as
h;backstab h.light
You panic and attempt to flee!


A Shienaran scout calls for aid, his pathetic screams echoing loudly across The Winding Road.

You flee head over heels.
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?


(tic_timer): Estimated aggro pulse
* S HP:Battered MV:Winded >
e
as
h;backstab h.light
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 ]
Zone: Parched Ground

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

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
where
Players in your Zone
--------------------
Neshaminy - A Winding Road
You catch a faint scent of a horse nearby. 1 human

* S HP:Battered MV:Winded >
w
w

*Waylon* has arrived from the south, riding a Domani razor.

as
h;backstab h.light
* S HP:Battered MV:Winded > *Waylon* leaves west riding a Domani razor.
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
*Waylon* is standing here, riding a Domani razor.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.

* S HP:Battered MV:Winded > *Waylon* leaves west riding a Domani razor.
A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.
A Shienaran scout watches the horizon.

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

* S HP:Battered MV:Winded >
You silently approach your victim...


-=
+*
*+
=
*Waylon* tries to lance you, but you deflect the blow.

-
-
=+
*
You can't backstab a fighting person, too alert!

* S HP:Battered MV:Winded - Waylon: Battered >
You try to pierce *Waylon*, but he parries successfully.

* S HP:Battered MV:Winded - Waylon: Battered >
br
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

* S HP:Battered MV:Winded - Waylon: Battered >

(tic_timer): Estimated aggro pulse
where

You try to pierce *Waylon*, but he parries successfully.
*Waylon* sends you sprawling with a powerful bash!

l
* S HP:Battered MV:Winded - Waylon: Battered >

*Waylon* lances your body.

* S HP:Battered MV:Winded - Waylon: Battered >

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

* S HP:Battered MV:Winded - Waylon: Battered >
cw
cww
f
s
Players in your Zone
--------------------
Neshaminy - A Shallow Ravine
You catch a faint scent of a horse nearby. 1 human

as
h;backstab h.light
* S HP:Battered MV:Winded - Waylon: Battered > A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
*Waylon* is here, fighting YOU!, riding a Domani razor.
A Shienaran scout watches the horizon.

* S HP:Battered MV:Winded - Waylon: Battered > You try to pierce *Waylon*, but he parries
successfully.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 192 hit points.

* S HP:Battered MV:Winded - Waylon: Battered > [change wimpy 370]
You will now flee if you go below 192 hit points.

* S HP:Battered MV:Winded - Waylon: Battered > You try to pierce *Waylon*, but
he parries successfully.
You panic and attempt to flee!

You flee head over heels.
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A big brown bear growls angrily about him.
A ter'angreal stands here, humming quietly.
Alas, you cannot go that way...

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

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
as
h;backstab h.light

(tic_timer): Estimated aggro pulse
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
as
h;backstab h.light
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >
*Waylon* has arrived from the west, riding a Domani razor.

as
h;backstab h.light
* S HP:Battered MV:Winded >
*Waylon* tries to lance you, but you deflect the blow.

* S HP:Battered MV:Winded - Waylon: Battered > [hide ]
No way! You're fighting for your life!

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

* S HP:Battered MV:Winded - Waylon: Battered >
You try to pierce *Waylon*, but he deflects the blow.
A big brown bear barely hits Waylon's body.
*Waylon* panics, and attempts to flee!
*Waylon* tries to lance you, but you deflect the blow.
*Waylon* leaves north riding a Domani razor.

* S HP:Battered MV:Winded >
n
as
h;backstab h.light
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Battered MV:Winded >
You silently approach your victim...



(tic_timer): Estimated aggro pulse
-=
+*
w
s
*
*Waylon* tries to lance you, but you parry successfully.

Cancelled.
*Waylon* tries to lance you, but you deflect the blow.
No way! You're fighting for your life!

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

* S HP:Battered MV:Winded - Waylon: Battered >
f
n
as
h;backstab h.light
You panic and attempt to flee!

You try to pierce *Waylon*, but he parries successfully.
You flee head over heels.
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 ]
Zone: Parched Ground
West: Alas, you cannot go that way...

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

* S HP:Battered MV:Winded > Backstab who?

* S HP:Battered MV:Winded >

*Waylon* has arrived from the west, riding a Domani razor.

a
k light
* S HP:Battered MV:Winded >
*Waylon* tries to lance you, but you parry successfully.

a
k light
* S HP:Battered MV:Winded - Waylon: Battered > You do the best you can!

* S HP:Battered MV:Winded - Waylon: Battered > You do the best you can!

* S HP:Battered MV:Winded - Waylon: Battered >
f
You panic and attempt to flee!


(tic_timer): Estimated aggro pulse

You flee head over heels.
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Battered MV:Winded >

(tic_timer): Tic in 7 seconds!
k foot
k footman
They aren't here.

* S HP:Battered MV:Tiring > You pierce a Shienaran footman's body hard.

* S HP:Battered MV:Tiring - a Shienaran footman: Hurt >
f
as
h;backstab h.light
You try to pierce a Shienaran footman, but he parries successfully.
You panic and attempt to flee!


A Shienaran footman tries to slash you, but you deflect the blow.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
*Waylon* has arrived from the west, riding a Domani razor.


*Waylon* barely lances your right arm.

You flee head over heels.
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 ]
Zone: Parched Ground
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Tiring > Backstab who?

e
* S HP:Battered MV:Winded >
as
h;backstab h.light
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Battered MV:Winded >
You silently approach your victim...


-

A Shienaran footman tries to slash you, but you parry successfully.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
A Shienaran lieutenant slashes your body hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Shienaran footman barely slashes your right arm.
A Shienaran footman tries to slash you, but you parry successfully.
Your extra burst of stamina fades.
(tic_timer): Tic length updated to: 60.715 seconds.
(tic_timer): Exact aggro pulse
Your heartbeat calms down more as you feel less panicked.


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


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 ]
Zone: Parched Ground

* S HP:Battered MV:Tiring >
n
e
as
h;backstab h.light
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Battered MV:Tiring > *Waylon* tries to lance you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Waylon: Battered > [hide ]
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Waylon: Battered > No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Waylon: Battered >
f
n
as
h;backstab h.light
You panic and attempt to flee!

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 ]
Zone: Parched Ground
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Battered MV:Tiring >
You silently approach your victim...


-
*Waylon* tries to lance you, but you deflect the blow.

=
+*
f
*+
n

A Shienaran footman tickles your left leg with his slash.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!

as
h;backstab h.light

(tic_timer): Estimated aggro pulse
You flee head over heels.
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 ]
Zone: Parched Ground
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

* S HP:Battered MV:Tiring >
*Waylon* sends you sprawling with a powerful bash!
PANIC! You couldn't escape!

* S HP:Battered MV:Tiring - Waylon: Battered >
f
n
as
h;backstab h.light

*Waylon* lances your body hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Shienaran footman barely slashes your body.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!

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 ]
Zone: Parched Ground
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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Battered MV:Tiring >
You silently approach your victim...

Cancelled.
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 ]
Zone: Parched Ground

* S HP:Battered 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 ]
Zone: Parched Ground
A soft leather pouch has been discarded here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground. [2]
A gory tuft of flesh lies abandoned on the ground.
*Waylon* is standing here, riding a Domani razor.
A Shienaran footman stands here.
A Shienaran footman stands here.
A Shienaran lieutenant stands here.

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

* S HP:Battered MV:Tiring >
You silently approach your victim...


-=
A Shienaran footman tries to slash you, but you parry successfully.
A Shienaran footman joins a Shienaran footman's fight!
A Shienaran lieutenant joins a Shienaran footman's fight!
*Waylon* leaves south riding a Domani razor.


(tic_timer): Estimated aggro pulse
+*

A Shienaran lieutenant slashes your right leg.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Shienaran footman barely slashes your left arm.
A Shienaran footman tries to slash you, but you parry successfully.


*Waylon* has arrived from the south, riding a Domani razor.


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

f
s
w

A Shienaran lieutenant slashes your left arm hard.
A Shienaran footman tries to slash you, but you parry successfully.
A Shienaran footman barely slashes your body.

You flee head over heels.
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 ]
Zone: Parched Ground
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 ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground

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

* S HP:Beaten MV:Tiring >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 192 hit points.

cw3
* S HP:Beaten MV:Tiring >
l
[change wimpy 20]
You will now flee if you go below 20 hit points.

* S HP:Beaten MV:Tiring > Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground

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

* S HP:Beaten MV:Tiring >

*Waylon* has arrived from the north, riding a Domani razor.

* S HP:Beaten MV:Tiring >
*Waylon* leaves south riding a Domani razor.

* S HP:Beaten MV:Tiring >
n

*Waylon* has arrived from the south, riding a Domani razor.


(tic_timer): Estimated aggro pulse
* S HP:Beaten MV:Tiring > *Waylon* tries to lance you, but you deflect the blow.
No way! You're fighting for your life!

w
* S HP:Beaten MV:Tiring - Waylon: Battered >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Waylon: Battered >
f
You try to pierce *Waylon*, but he parries successfully.
You panic and attempt to flee!


*Waylon* sends you sprawling with a powerful bash!

e
n
e
e

*Waylon* lances your right arm hard.

You flee head over heels.
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 ]
Zone: Parched Ground
A Winding Road
The road continues its north south passage through these dusty hills.
Further north the road splits around a hill that rises high above with
sheer cliffs on either side. A large sandstone formation rises on top of
the hill, its form resembling some twisted obelisk.
[ obvious exits: N S W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

e
* S HP:Beaten MV:Tiring > A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
Zone: Parched Ground
North: A Shienaran scout blends into the surroundings here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

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

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

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

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

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

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

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

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


(tic_timer): Estimated aggro pulse
a
k light
* S HP:Beaten MV:Tiring > They aren't here.

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

a
k light
* S HP:Beaten MV:Tiring > *Waylon* has arrived from the west, riding a Domani razor.
You try to pierce *Waylon*, but he parries successfully.

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered >
You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered > You do the best you can!

br
* S HP:Beaten MV:Tiring - Waylon: Battered > You try to pierce *Waylon*, but he parries
successfully.
A shivering tree tries to hit Waylon, but he deflects the blow.
A shivering tree joins a shivering tree's fight!
You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered > [change mood brave]
Mood changed to: Brave

* S HP:Beaten MV:Tiring - Waylon: Battered > You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Battered >
cw3
[change wimpy 20]
You will now flee if you go below 20 hit points.

* S HP:Beaten MV:Tiring - Waylon: Battered >
l
A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
Zone: Parched Ground
North: A Shienaran scout blends into the surroundings here.
*Waylon* is here, fighting YOU!, riding a Domani razor.
A shivering tree is here, fighting Waylon.
A shivering tree is here, fighting Waylon.

* S HP:Beaten MV:Tiring - Waylon: Battered >

A shivering tree tries to hit Waylon, but he deflects the blow.
A shivering tree tries to hit Waylon, but he parries successfully.
*Waylon* tries to lance you, but you parry successfully.
You barely pierce *Waylon*'s body.
You dodge a bash from *Waylon* who loses his balance and falls!

* S HP:Beaten MV:Tiring - Waylon: Battered >

A shivering tree tickles Waylon's left arm with its hit.
A shivering tree tickles Waylon's right leg with its hit.
*Waylon* lances your right foot.
You pierce *Waylon*'s body.
You pierce *Waylon*'s body hard.

* S HP:Beaten MV:Tiring - Waylon: Battered >

(tic_timer): Estimated aggro pulse

A shivering tree tries to hit Waylon, but he parries successfully.
A shivering tree tries to hit Waylon, but he parries successfully.
You pierce *Waylon*'s body hard.

* S HP:Beaten MV:Tiring - Waylon: Battered >
*Waylon* sends you sprawling with a powerful bash!

* S HP:Beaten MV:Tiring - Waylon: Battered >

(tic_timer): Tic in 7 seconds!

A shivering tree tickles Waylon's body with its hit.
A shivering tree tries to hit Waylon, but he parries successfully.
*Waylon* lances your left leg very hard.
You wish that your wounds would stop BLEEDING so much!


* S HP:Beaten MV:Tiring - Waylon: Battered >

A shivering tree tries to hit Waylon, but he parries successfully.
A shivering tree tries to hit Waylon, but he parries successfully.
*Waylon* lances your left leg hard.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Tiring - Waylon: Battered >
cw
f
You pierce *Waylon*'s right leg.
[change mood wimpy]
Mood changed to: Wimpy

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


A shivering tree tries to hit Waylon, but he deflects the blow.
A shivering tree tries to hit Waylon, but he deflects the blow.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.751 seconds.
(tic_timer): Exact aggro pulse


You dodge a bash from *Waylon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!



A shivering tree tries to hit Waylon, but he parries successfully.
A shivering tree tries to hit Waylon, but he parries successfully.


You flee head over heels.
A Road by a Hill
Dust blows off the landslide towards the north west and off the hill itself
creating a haze in the day when the heat from the sun creates a blurry
illusion. The lands are relatively devoid of life, beyond the birds of prey
that circle high above waiting for weakened or dying animals to stop from
exhaustion.
[ obvious exits: N S ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Tiring >
n

*Waylon* has arrived from the south, riding a Domani razor.

n
* S HP:Beaten MV:Tiring >
*Waylon* leaves south riding a Domani razor.

n
w
* S HP:Beaten MV:Tiring > A Road by a Hill
A large landslide lies to the west, the smaller stones and rocks having
fallen even this far to the road. The ground crackles underfoot as the dry
air has created a crusty layer of dirt from long since dried mud.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A trolloc scout sniffs the air here.
South: A Shienaran scout blends into the surroundings here.

w
* S HP:Beaten MV:Tiring > A Winding Road
The road curves to the south and west here avoiding a landslide to the
south west. The road stops its winding as it heads directly south shadowing
the high cliffs towards the west.
[ obvious exits: S W ]
Zone: Parched Ground
A trolloc scout sniffs the air here.

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

n
* S HP:Beaten MV:Tiring > A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A trolloc scout sniffs the air here.

w
* S HP:Beaten MV:Tiring > Before a Cliff's Wall
An indentation in the cliff to the west provides a temporary respite from
the harsh elements. Burnt out fires from numerous campfires set upon one
another over the years has left a charred blackened spot against the cliff
wall. A small overhang leers above providing shade during the blistering
sun.
[ obvious exits: N E ]
Zone: Parched Ground

n
* S HP:Beaten MV:Tiring > A Winding Road
Deep ruts from heavy wagons slash through the earthen road, uncovering the
ancient paving stones that mark the weakening of a once great civilization.
The constant clash between the light and dark have provided no time to
maintain the once great road.
[ obvious exits: N E S W ]
Zone: Parched Ground

n
* S HP:Beaten MV:Tiring > A Winding Road
A small battle must have taken place here long ago. The burnt remains of
wagons rest in the earth and dust as the grass slowly encroaches on the
fallen remains of war. A few skeletons rest between the wagons from both
human and trolloc, already half buried in the earth.
[ obvious exits: N E ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > A Winding Road
The hill to the west has widen its girth dictating the path of the road as
it skirts around high cliffs. Small campfires, long since burned out, dot
the base of the cliff situated in small crevices and shallow caves that
provide protection from the elements.
[ obvious exits: E S W ]
Zone: Parched Ground
West: A chestnut stallion trots about.

* S HP:Beaten MV:Tiring > A Winding Road
Large boulders and fallen rock have fallen from the slowly eroding hill to
the west forcing travellers to head further east before continuing south.
Mounted tracks dominate the road, outings from Shienaran soldiers as they
patrol the surrounding land.
[ obvious exits: N E ]
Zone: Parched Ground
A chestnut stallion trots about.

* S HP:Beaten MV:Tiring > Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A big brown bear growls angrily about him.
South: A chestnut stallion trots about.

* S HP:Beaten MV:Tiring > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
A big brown bear growls angrily about him.

e
e
* S HP:Beaten MV:Tiring >
e
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

e
* S HP:Beaten MV:Tiring > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

* S HP:Beaten MV:Tiring > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

cw3
* S HP:Beaten MV:Tiring >

(tic_timer): Estimated aggro pulse
a
k light
[change wimpy 20]
You will now flee if you go below 20 hit points.

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

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

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

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

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

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

a
k light
* S HP:Beaten MV:Tiring > *Waylon* has arrived from the west, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered > You try to pierce *Waylon*, but he deflects the blow.
You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Battered >
a
k light
You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Battered > You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Battered > You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Battered >
f
You try to pierce *Waylon*, but he deflects the blow.
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 panic and attempt to flee!


You dodge a bash from *Waylon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

* S HP:Beaten MV:Tiring >
e
a
k light
a
k light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is here, fighting a Kno'mon trolloc, riding a Domani razor.
A Kno'mon trolloc is here, fighting Waylon.
A Kno'mon trolloc is here, fighting Waylon.
A myrddraal is here, fighting Waylon.

* S HP:Beaten MV:Tiring > You barely pierce *Waylon*'s body.

br
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > [change mood brave]
Mood changed to: Brave

a
k light
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > *Waylon* panics, and
attempts to flee!
You do the best you can!

a
k light

(tic_timer): Estimated aggro pulse
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - a Kno'mon trolloc: Scratched - Waylon: Beaten > *Waylon* leaves west
riding a Domani razor.
They aren't here.

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

a

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

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

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

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

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

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

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

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

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

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

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

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

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


(tic_timer): Estimated aggro pulse
a
k light
* S HP:Beaten MV:Tiring > They aren't here.

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

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

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

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

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

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

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

cw
* S HP:Beaten MV:Tiring >
*Waylon* has arrived from the west, riding a Domani razor.
[change mood wimpy]
Mood changed to: Wimpy

cww
* S HP:Beaten MV:Tiring >
*Waylon* tries to lance you, but you deflect the blow.

* S HP:Beaten MV:Tiring - Waylon: Battered > You try to pierce *Waylon*, but he deflects the blow.
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!
*Waylon* tries to lance you, but you parry successfully.
[change wimpy 370]
You will now flee if you go below 192 hit points.

l
* S HP:Beaten MV:Tiring - Waylon: Battered >
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is here, fighting YOU!, riding a Domani razor.
A Kno'mon trolloc is here, fighting Waylon.
A Kno'mon trolloc is here, fighting Waylon.
A myrddraal is here, fighting Waylon.

f
* S HP:Beaten MV:Tiring - Waylon: Battered >
PANIC! You couldn't escape!

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

s

A myrddraal tries to slash Waylon, but he parries successfully.
A Kno'mon trolloc tries to cleave Waylon, but he parries successfully.
A Kno'mon trolloc cleaves Waylon's body.

a
k light

*Waylon* sends you sprawling with a powerful bash!


A myrddraal slashes Waylon's body hard.
A Kno'mon trolloc cleaves Waylon's body.
*Waylon* panics, and attempts to flee!
A Kno'mon trolloc cleaves Waylon's body.

You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
Alas, you cannot go that way...

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

se
a
k light
* S HP:Beaten MV:Tiring >
*Waylon* has arrived from the east, riding a Domani razor.

* S HP:Beaten MV:Tiring > A myrddraal has arrived from the east.
A Kno'mon trolloc has arrived from the east.
A Kno'mon trolloc has arrived from the east.
A myrddraal tries to slash Waylon, but he parries successfully.
Sorry, but you can't do that here!


(tic_timer): Estimated aggro pulse
a
k light
* S HP:Beaten MV:Tiring > You pierce *Waylon*'s body.
*Waylon* panics, and attempts to flee!

a
k light
* S HP:Beaten MV:Tiring - a myrddraal: Healthy - Waylon: Beaten >
You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - a myrddraal: Healthy - Waylon: Beaten > You do the best you can!

* S HP:Beaten MV:Tiring - a myrddraal: Healthy - Waylon: Beaten > You do the best you can!

br
* S HP:Beaten MV:Tiring - a myrddraal: Healthy - Waylon: Beaten >
*Waylon* leaves west riding a Domani razor.

a
k light
* S HP:Beaten MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

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

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

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

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

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

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

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

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

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

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

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

cw3
* S HP:Beaten MV:Tiring >
l
[change wimpy 20]
You will now flee if you go below 20 hit points.

a
k light
* S HP:Beaten MV:Tiring > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

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

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

cww
* S HP:Beaten MV:Tiring >
w
as
h;backstab h.light
[change wimpy 370]
You will now flee if you go below 192 hit points.

* S HP:Beaten MV:Tiring > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Beaten MV:Tiring > *Waylon* tries to lance you, but you parry successfully.
[hide ]
No way! You're fighting for your life!

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

* S HP:Beaten MV:Tiring - Waylon: Beaten >
f
You panic and attempt to flee!


(tic_timer): Estimated aggro pulse

(tic_timer): Tic in 7 seconds!

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



*Waylon* lances your body hard.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

e
e
* S HP:Beaten MV:Tiring >
s
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
*Waylon* is standing here, riding a Domani razor.

* S HP:Beaten MV:Tiring > *Waylon* tries to lance you, but you parry successfully.
No way! You're fighting for your life!

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

* S HP:Beaten MV:Tiring - Waylon: Beaten >
f
n
e
s
You panic and attempt to flee!

e

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.726 seconds.
(tic_timer): Exact aggro pulse


You dodge a bash from *Waylon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap

* S HP:Beaten MV:Tiring > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]

* S HP:Beaten MV:Tiring > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

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

cw3
a
k light
* S HP:Beaten MV:Tiring >
[change wimpy 20]
You will now flee if you go below 20 hit points.

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

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

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

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

a
k light
* S HP:Beaten MV:Tiring > *Waylon* has arrived from the west, riding a Domani razor.
You try to pierce *Waylon*, but he parries successfully.

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten > You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten >
You do the best you can!

* S HP:Beaten MV:Tiring - Waylon: Beaten >
a
k light
You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten >
You pierce *Waylon*'s right leg.
*Waylon* panics, and attempts to flee!
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 do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten >
a
k light
*Waylon* leaves west riding a Domani razor.
They aren't here.

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

a
k light

(tic_timer): Estimated aggro pulse
* S HP:Beaten MV:Tiring >
They aren't here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

l
* S HP:Beaten MV:Tiring >
a
k light
a
k light
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

where
* S HP:Beaten MV:Tiring > *Waylon* has arrived from the west, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten >
*Waylon* tries to lance you, but you deflect the blow.
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 pierce *Waylon*'s right leg.
*Waylon* panics, and attempts to flee!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten > Players in your Zone
--------------------
Neshaminy - Edge of the Forest
You catch a faint scent of a horse nearby. 1 human

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Tiring - Waylon: Beaten > *Waylon* leaves north riding a Domani razor.
They aren't here.

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

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

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

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

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

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


(tic_timer): Estimated aggro pulse
a
k light
* S HP:Beaten MV:Tiring > They aren't here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

n
as
h;backstab h.light
* S HP:Beaten MV:Tiring > They aren't here.

* S HP:Beaten MV:Tiring > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]
*Waylon* is standing here, riding a Domani razor.

* S HP:Beaten MV:Tiring > *Waylon* tries to lance you, but you parry successfully.
[hide ]
No way! You're fighting for your life!

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

* S HP:Beaten MV:Tiring - Waylon: Beaten >
You try to pierce *Waylon*, but he parries successfully.
*Waylon* tries to lance you, but you deflect the blow.
*Waylon* gets a cup of thready brown tea from a backpack.

* S HP:Beaten MV:Tiring - Waylon: Beaten >

You try to pierce *Waylon*, but he parries successfully.

* S HP:Beaten MV:Tiring - Waylon: Beaten >

(tic_timer): Estimated aggro pulse

*Waylon* sends you sprawling with a powerful bash!

* S HP:Beaten MV:Tiring - Waylon: Beaten >

*Waylon* quaffs a cup of thready brown tea.

* S HP:Beaten MV:Tiring - Waylon: Beaten >

*Waylon* lances your left leg very hard.
You wish that your wounds would stop BLEEDING so much!


* S HP:Beaten MV:Tiring - Waylon: Beaten >
f

*Waylon* lances your right foot very hard.
You wish that your wounds would stop BLEEDING so much!


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


You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East:
* S HP:Critical MV:Tiring >

(tic_timer): Estimated aggro pulse
s
e
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

a
k light
* S HP:Critical MV:Tiring > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

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

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

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

cw3
* S HP:Critical MV:Tiring > They aren't here.

a
k light
* S HP:Critical MV:Tiring > [change wimpy 20]
You will now flee if you go below 20 hit points.

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

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

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

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

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

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

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

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

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

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

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

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

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

a
k light
* S HP:Critical MV:Tiring > You have 48(384) hit and 146(240) movement points.
You have scored 103094240 experience points and 6 quest points.
You need 405760 exp to reach the next level.
You have amassed 350 Turn points to date, ranking you Reaver Seventh.
You have played 24 days and 16 hours (real time).
This ranks you as Neshaminy the Ramshorned Trolloc (Level 49).
You are standing.

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

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

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

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

* S HP:Critical MV:Tiring >
a
k light
*Waylon* has arrived from the north, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

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

a
k light
* S HP:Critical MV:Tiring - Waylon: Beaten >
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 do the best you can!

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

f
* S HP:Critical MV:Tiring - Waylon: Beaten >

(tic_timer): Estimated aggro pulse
A myrddraal slashes Waylon's body.
*Waylon* panics, and attempts to flee!
A Kno'mon trolloc cleaves Waylon's body hard.
A Kno'mon trolloc cleaves Waylon's left leg hard.
You try to pierce *Waylon*, but he deflects the blow.
You panic and attempt to flee!


*Waylon* leaves north riding a Domani razor.

e
s
a
k light

(tic_timer): Tic in 7 seconds!
You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
West: A dirty rock lies here. [2]
Alas, you cannot go that way...

* S HP:Critical MV:Tiring > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

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

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

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

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

a
k light
* S HP:Critical MV:Tiring >
*Waylon* has arrived from the north, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > *Waylon* tries to lance you, but you parry
successfully.
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 barely pierce *Waylon*'s right arm.
*Waylon* panics, and attempts to flee!
You do the best you can!

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > You do the best you can!

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Waylon: Critical >
a
k light
You do the best you can!

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > You do the best you can!

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > You do the best you can!

a
k light
* S HP:Critical MV:Tiring - Waylon: Critical > *Waylon* leaves north riding a Domani razor.
They aren't here.

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

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

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

* S HP:Critical MV:Tiring >
cmb
a
k light
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.676 seconds.
(tic_timer): Exact aggro pulse
They aren't here.

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

a
k light
* S HP:Beaten MV:Strong > [change mood berserk]
Mood changed to: Berserk

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

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

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

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

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

a
k light
* S HP:Beaten MV:Strong > *Waylon* has arrived from the north, riding a Domani razor.
You try to pierce *Waylon*, but he deflects the blow.

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You try to pierce *Waylon*, but he parries successfully.
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 do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten > You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten >
You do the best you can!

a
k light
* S HP:Beaten MV:Strong - Waylon: Beaten >
*Waylon* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


a
k light
* S HP:Critical MV:Strong - Waylon: Beaten >
A myrddraal slashes Waylon's right arm hard.
*Waylon* panics, and attempts to flee!
A Kno'mon trolloc cleaves Waylon's body.
A Kno'mon trolloc cleaves Waylon's left leg.

a
k light
* S HP:Critical MV:Strong - Waylon: Critical >
a
k light

*Waylon* leaves north riding a Domani razor.

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

a


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a
k light

(tic_timer): Estimated aggro pulse
* S HP:Critical MV:Strong >
They aren't here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

br
* S HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

br
* S HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

* S HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

a
k light
* S HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

a
k light
* S HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 115 hit points.

a
k light
* S HP:Critical MV:Strong > *Waylon* has arrived from the west, riding a Domani razor.
You try to pierce *Waylon*, but he parries successfully.

a
k light
* S HP:Critical MV:Strong - Waylon: Critical > You do the best you can!

a
k light
a
k light
* S HP:Critical MV:Strong - Waylon: Critical > You do the best you can!


(tic_timer): Estimated aggro pulse
* S HP:Critical MV:Strong - Waylon: Critical >

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!
A myrddraal tries to slash Waylon, but he deflects the blow.
A Kno'mon trolloc cleaves Waylon's left arm.
*Waylon* panics, and attempts to flee!
A Kno'mon trolloc tries to cleave Waylon, but he deflects the blow.
*Waylon* lances your left arm hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
*Waylon* panics, and attempts to flee!

cmb

*Waylon* panics, and attempts to flee!

s
You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
They aren't here.

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

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

a
k light
* S HP:Beaten MV:Strong > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

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

a
k light
* S HP:Beaten MV:Strong > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Waylon* is here, fighting a Kno'mon trolloc, riding a Domani razor.
A Kno'mon trolloc is here, fighting Waylon.
A Kno'mon trolloc is here, fighting Waylon.
A myrddraal is here, fighting Waylon.

e
* S HP:Beaten MV:Strong >
a
k light
A myrddraal slashes Waylon's right arm.
A Kno'mon trolloc cleaves Waylon's body hard.
A Kno'mon trolloc cleaves Waylon's right leg.
You barely pierce *Waylon*'s head.
*Waylon* panics, and attempts to flee!

* S HP:Beaten MV:Strong - a Kno'mon trolloc: Scratched - Waylon: Critical > *Waylon* leaves north
riding a Domani razor.
They aren't here.

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

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

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

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

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

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

* S HP:Beaten MV:Strong > They aren't here.

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

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

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

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

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

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

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

* S HP:Beaten MV:Strong > They aren't here.

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

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

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

* S HP:Beaten MV:Strong > They aren't here.

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

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

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

* S HP:Beaten MV:Strong > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A tall dust-colored gelding prances in a circle here.
A dirty rock lies here. [2]

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

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

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

a
k light

(tic_timer): Estimated aggro pulse
* S HP:Beaten MV:Tiring > They aren't here.

a
k light
* S HP:Beaten MV:Tiring > Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.



w
* S HP:Beaten MV:Tiring >
w
w
w
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

* S HP:Beaten MV:Tiring > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
North: A big brown bear growls angrily about him.

where
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Neshaminy - Road to Tarwin's Gap
You catch a faint scent of a horse nearby. 1 human

* S HP:Beaten MV:Tiring >
s
w
w
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
South: A chestnut stallion trots about.

* S HP:Beaten MV:Tiring > A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground

w
* S HP:Beaten MV:Tiring > A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
South:
s
* S HP:Beaten MV:Tiring >
w
Alas, you cannot go that way...

w
as
h;backstab h.light
* S HP:Beaten MV:Tiring > A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.


(tic_timer): Estimated aggro pulse
* S HP:Beaten MV:Tiring > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
East: An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

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

* S HP:Beaten MV:Tiring > Backstab who?

e
* S HP:Beaten MV:Tiring >
as
h;backstab h.light
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

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

* S HP:Beaten MV:Tiring >
You silently approach your victim...


-=

(tic_timer): Tic in 7 seconds!
+*
*+
=
*Waylon* tries to lance you, but you deflect the blow.

-
-
a
k light
=+
a
k light
*
You can't backstab a fighting person, too alert!

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

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

l
* S HP:Beaten MV:Tiring - Waylon: Critical >
You try to pierce *Waylon*, but he parries successfully.
You try to pierce *Waylon*, but he parries successfully.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is here, fighting YOU!, riding a Domani razor.

* S HP:Beaten MV:Tiring - Waylon: Critical >
cmb

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

PANIC! You couldn't escape!

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

(tic_timer): Estimated aggro pulse

*Waylon* lances your right arm very hard.
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.746 seconds.
(tic_timer): Exact aggro pulse

e
e
e
You flee head over heels.
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
East: An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

* S HP:Critical MV:Strong > A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.
*Waylon* is standing here, riding a Domani razor.

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

e
* S HP:Critical MV:Strong > *Waylon* lances your body hard.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* S HP:Critical MV:Strong - Waylon: Critical > You try to pierce *Waylon*, but he parries
successfully.
*Waylon* lances your body hard.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

s
* S HP:Critical MV:Strong - Waylon: Critical > No way! You're fighting for your life!

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

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

* S HP:Critical MV:Strong - Waylon: Critical >
You pierce *Waylon*'s left arm.

* S HP:Critical MV:Strong - Waylon: Critical >

You pierce *Waylon*'s body hard.
*Waylon* lances your right leg hard.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Strong - Waylon: Critical >

You try to pierce *Waylon*, but he parries successfully.
*Waylon* lances your right hand.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Strong - Waylon: Critical >

(tic_timer): Estimated aggro pulse

You try to pierce *Waylon*, but he deflects the blow.

* S HP:Critical MV:Strong - Waylon: Critical >

You try to pierce *Waylon*, but he parries successfully.

* S HP:Critical MV:Strong - Waylon: Critical >

You dodge a bash from *Waylon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Strong - Waylon: Critical >

You try to pierce *Waylon*, but he parries successfully.

* S HP:Critical MV:Strong - Waylon: Critical >

(tic_timer): Estimated aggro pulse

You try to pierce *Waylon*, but he parries successfully.

* S HP:Critical MV:Strong - Waylon: Critical >

You dodge a bash from *Waylon* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Strong - Waylon: Critical >
sniff
You pierce *Waylon*'s body.
*Waylon* 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 *Waylon*'s death cry.
You sniff sadly. *SNIFF*

* S HP:Critical MV:Strong >
x
br
br
br
br
br
br
[get all corpse]
You get a pair of gleaming metal boots from the corpse of Waylon.
You get a pair of thick, gold-plated greaves from the corpse of Waylon.
You get a bronze belt of odd design from the corpse of Waylon.
You get a partisan bearing the arms of Ghealdan from the corpse of Waylon.
You get a silver etched shield from the corpse of Waylon.
You get a jeweled wristcuff from the corpse of Waylon.
You get a jeweled wristcuff from the corpse of Waylon.
You get a sturdy pair of full leather gauntlets from the corpse of Waylon.
You get a pair of riveted chainmail sleeves from the corpse of Waylon.
You get a backpack from the corpse of Waylon.
You get a black, silver-embroidered cape from the corpse of Waylon.
You get a tunic of finely-crafted chain from the corpse of Waylon.
You get a shimmering chain of gold from the corpse of Waylon.
You get a shimmering chain of gold from the corpse of Waylon.
You get a gold-chased morion with an engraved silver comb from the corpse of Waylon.
You get a gold ring delicately carved with ivy from the corpse of Waylon.
You get a gold ring delicately carved with ivy from the corpse of Waylon.
You get a crystal lightstick from the corpse of Waylon.

* S HP:Critical MV:Strong > [change mood brave]
You try to calm down, but can't.

Bahamut
Posts: 17
Joined: Tue Apr 10, 2018 11:51 pm

Re: Crit kills

Post by Bahamut » Sat May 27, 2023 1:41 pm

* HP:Critical MV:Strong > You have 16(388) hit and 227(267) movement points.
You have scored 42243963 experience points and 250 quest points.
You need 2256037 exp to level and 150 qp to rank.
You have amassed 11 Turn points to date.
You have played 5 days and 20 hours (real time).
This ranks you as Bahamut the Darkling [Dha'vol 5] (Level 37).
You are standing.

south
* HP:Critical MV:Strong >
south
south
Along the Cliff
As you break out of the trees, you come right up against a granite cliff that
rises out of the ground. To the east and north, you can see the open forest
continuing, and to the south, you can see a hole in the granite cliff - it
looks an awful lot like a cave.
[ obvious exits: N E S ]
There are some tracks of an animal leaving east.
A green woodpecker is visible flying high in the sky.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A chestnut stallion trots about.

south
o HP:Critical MV:Strong > Cave in the Forest
The darkness in the cave is all enveloping. Visibility reaches not much
farther than five feet. The rounded walls of the cave glisten slightly
from condensation. The entrance to the cave can be seen as a slightly
lighter patch of darkness to the north. To the south, the cave stretches
on for a bit.
[ obvious exits: N S ]
A mushroom grows here.

o HP:Critical MV:Strong > Dark Cave
The walls of this cave glisten from reflected light, faintly showing the
size of the cave stretching to the north. Moisture has condensed on walls
so much that faint drips can be heard, and the air is incredibly humid.
A faint rushing sound seems to emerge from the ground.
[ obvious exits: N ]

o HP:Critical MV:Strong > Alas, you cannot go that way...

o HP:Critical MV:Strong >
A crow caws 'Brennan is at Malkier Gate'

o HP:Critical MV:Strong >
nar im 16 hp
You narrate 'im 16 hp'

o HP:Critical MV:Strong >
where
Players in your Zone
--------------------
Sarras - The Dusty Road
Bahamut - Dark Cave
You catch a faint scent of a horse nearby.

o HP:Critical MV:Strong >
nar in cave
q
You narrate 'in cave'

o HP:Critical MV:Strong > [change mood brave]
Mood changed to: Brave

o HP:Critical MV:Strong >
l
Dark Cave
The walls of this cave glisten from reflected light, faintly showing the
size of the cave stretching to the north. Moisture has condensed on walls
so much that faint drips can be heard, and the air is incredibly humid.
A faint rushing sound seems to emerge from the ground.
[ obvious exits: N ]

o HP:Critical MV:Strong >
stat
q
3
3
You are a 205 year old male trolloc hunter.
Your height is 6 feet, 8 inches, and you weigh 241.0 lbs.
You are carrying 0.0 lbs and wearing 79.0 lbs, light.
Your base abilities are: Str:18 Int:8 Wil:10 Dex:17 Con:19.
Offensive bonus: 176, Dodging bonus: 3, Parrying bonus: 14
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 84% on average.

You are subjected to the following effects:
- NO QUIT

o HP:Critical MV:Strong >
3
[change mood brave]
Mood changed to: Brave

3
o HP:Critical MV:Strong > [k light]
They aren't here.

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

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

o HP:Critical MV:Strong >
prac
[k light]
They aren't here.
*Kathos* has arrived from the north.

3
* HP:Critical MV:Strong > You have got 0 practice sessions left.
You are skilled in the following:
bash (Superb)
long blades (Superb)
medium blades (Poor)
fencing blades (Poor)
track (Superb)
notice (Average)
survival (Level 7)
*Kathos* pounds your body.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Kathos: Beaten >
3

[k light]
You do the best you can!

* HP:Critical MV:Strong - Kathos: Beaten > You try to hack *Kathos*, but he deflects the blow.
*Kathos* pounds your head hard.
You wish that your wounds would stop BLEEDING so much!

[k light]
You do the best you can!

* HP:Critical MV:Strong - Kathos: Beaten >
nar on
You narrate 'on'

* HP:Critical MV:Strong - Kathos: Beaten >
b
[bash ]

-
Sarras narrates 'he chased'

=+
Sarras has arrived from the north.

*
A crow caws 'Brennan is at Malkier Gate'
*someone* barely pounds your body.
You're stunned, but will probably regain consciousness...
You regain consciousness.
Sarras tries to blast *Kathos*, but he deflects the blow.

*+=- -=
Your bash at *Kathos* sends him sprawling!

* HP:Critical MV:Strong - Kathos: Beaten >
You hack *Kathos*'s left arm extremely hard.
*Kathos* panics, and attempts to flee!

* HP:Critical MV:Strong - Kathos: Beaten >
q
[change mood brave]
Mood changed to: Brave

* HP:Critical MV:Strong - Kathos: Beaten >
l
Dark Cave
The walls of this cave glisten from reflected light, faintly showing the
size of the cave stretching to the north. Moisture has condensed on walls
so much that faint drips can be heard, and the air is incredibly humid.
A faint rushing sound seems to emerge from the ground.
[ obvious exits: N ]
Sarras the Gray Man is here, fighting Kathos.
*Kathos* is sitting here

* HP:Critical MV:Strong - Kathos: Beaten >
You hack *Kathos*'s right arm very hard.
*Kathos* panics, and attempts to flee!
Sarras blasts *Kathos*'s body very hard.

* HP:Critical MV:Strong - Kathos: Critical >
3
3

[k light]
You do the best you can!
*Kathos* leaves north.

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

3
o HP:Critical MV:Strong > o HP:Critical MV:Strong >
3
[k light]
They aren't here.

3
o HP:Critical MV:Strong >
3
[k light]
They aren't here.

3
o HP:Critical MV:Strong > [k light]
They aren't here.

o HP:Critical MV:Strong >
3
[k light]
They aren't here.

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

3
o HP:Critical MV:Strong > [k light]
They aren't here.

o HP:Critical MV:Strong >
3
A crow caws 'Brennan is at Malkier Gate'
[change mood brave]
Mood changed to: Brave

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

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

3
o HP:Critical MV:Strong >
3
You have 13(388) hit and 222(267) movement points.
You have scored 42245338 experience points and 250 quest points.
You need 2254662 exp to level and 150 qp to rank.
You have amassed 11 Turn points to date.
You have played 5 days and 20 hours (real time).
This ranks you as Bahamut the Darkling [Dha'vol 5] (Level 37).
You are standing.

o HP:Critical MV:Strong > [k light]
They aren't here.
*Kathos* has arrived from the north.

* HP:Critical MV:Strong > [k light]
You try to hack *Kathos*, but he parries successfully.
Sarras blasts *Kathos*'s right leg hard.
*Kathos* panics, and attempts to flee!

* HP:Critical MV:Strong - Kathos: Critical >
Sarras blasts *Kathos*'s right arm very hard.
*Kathos* is stunned, but will probably regain consciousness...
You hack *Kathos*'s right leg extremely hard.
*Kathos* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Kathos*'s death cry.

o HP:Critical MV:Strong >
nar lol

You narrate 'lol'

Kumbukani
Posts: 51
Joined: Mon Nov 09, 2020 3:07 pm

Re: Crit kills

Post by Kumbukani » Tue May 30, 2023 4:50 pm

*
+
=
=
Arjuna narrates 'otw'

+
*
You can't backstab a fighting person, too alert!

* S HP:Wounded MV:Tiring - Rark: Critical >

You barely pierce *Rark*'s left hand.
An enormous hunch-backed trolloc joins Rark's fight!
An enormous hunch-backed trolloc joins an enormous hunch-backed trolloc's fight!
A Ko'bal trolloc joins Rark's fight!
*Rark* blasts your left leg into bloody fragments!

* S HP:Battered MV:Tiring - Rark: Critical >

You tickle *Rark*'s body with your pierce.

* S HP:Battered MV:Tiring - Rark: Critical >

A Ko'bal trolloc tries to hack you, but you deflect the blow.
An enormous hunch-backed trolloc tries to cleave you, but you parry successfully.
An enormous hunch-backed trolloc tries to cleave you, but you parry successfully.
You barely pierce *Rark*'s body.

* S HP:Battered MV:Tiring - Rark: Critical >

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

* S HP:Battered MV:Tiring - Rark: Critical >

You barely pierce *Rark*'s right hand.

* S HP:Battered MV:Tiring - Rark: Critical >

A Ko'bal trolloc tries to hack you, but you deflect the blow.
An enormous hunch-backed trolloc tries to cleave you, but you deflect the blow.
An enormous hunch-backed trolloc tries to cleave you, but you dodge the attack.
You pierce *Rark*'s left hand.

* S HP:Battered MV:Tiring - Rark: Critical >
nar er braem pat
Ok.

* S HP:Battered MV:Tiring - Rark: Critical >

*Rark* swiftly dodges your attempt to pierce him.

* S HP:Battered MV:Tiring - Rark: Critical >

A Ko'bal trolloc tries to hack you, but you parry successfully.
An enormous hunch-backed trolloc tries to cleave you, but you parry successfully.
An enormous hunch-backed trolloc cleaves your head extremely hard.
You barely pierce *Rark*'s right hand.

* S HP:Battered MV:Tiring - Rark: Critical >
AM
*Rark* sends you sprawling with a powerful bash!

* S HP:Battered MV:Tiring - Rark: Critical >

A Ko'bal trolloc joins a Ko'bal trolloc's fight!
A fade joins a Ko'bal trolloc's fight!

* S HP:Battered MV:Tiring - Rark: Critical >
AM

A fade slashes your body into bloody fragments!
A Ko'bal trolloc hacks your head into bloody fragments!
*Rark* blasts your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Ko'bal trolloc hacks your left hand extremely hard.
You wish that your wounds would stop BLEEDING so much!

An enormous hunch-backed trolloc cleaves your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

An enormous hunch-backed trolloc cleaves your left foot extremely hard.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
Far in the Braem Wood
There are some especially dense oak-trees in this place, and thus little
grows on the forest floor except clumps of grass here and there. Some of
the bark has fallen off the trees and has rotted, creating a natural path
of sorts. The Braem Wood is to your south and west, whilst low branches
make progress north impossible. There is more forest to the east.
[ obvious exits: E S W ]
Zone: Braem Wood
A black stallion prances about.

* S HP:Critical MV:Tiring >
sc
k dark
You have 23(419) hit and 81(154) movement points.
You have scored 104336537 experience points and 891 quest points.
You need 4163463 exp to level and 109 qp to rank.
You have amassed 445 Turn points to date, ranking you Sei'taer First.
You have played 13 days and 13 hours (real time).
This ranks you as Kumbukani the Tai'Mandarb [Mandarb a'Shar 6] (Level 50).
You are standing.

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

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

k dark
* S HP:Critical MV:Tiring >
They aren't here.
*Rark* has arrived from the west, riding a shadow stallion.

* S HP:Critical MV:Tiring >
k dark
You pierce *Rark*'s body.

k dark
* S HP:Critical MV:Tiring - Rark: Critical >
k dark
You do the best you can!

* S HP:Critical MV:Tiring - Rark: Critical >
You do the best you can!

* S HP:Critical MV:Tiring - Rark: Critical >
You barely pierce *Rark*'s body.
You do the best you can!

* S HP:Critical MV:Tiring - Rark: Critical >
You do the best you can!

* S HP:Critical MV:Tiring - Rark: Critical >
cw 22
change wimpy 22
You will now flee if you go below 22 hit points.

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

You dodge a bash from *Rark* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


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

You tickle *Rark*'s right hand with your pierce.
*Rark* is incapacitated and will slowly die, if not aided.

* S HP:Critical MV:Tiring - Rark: Critical >
nar rip
Ok.

* S HP:Critical MV:Tiring - Rark: Critical >
sc
You pierce *Rark*'s left arm hard.
*Rark* is dead! R.I.P.

zygoat
Posts: 170
Joined: Mon Jul 18, 2016 1:18 pm

Re: Crit kills

Post by zygoat » Sat Jun 03, 2023 9:08 am

So, i didn't notice until later that my sword was scratched, and if he had thrown one knife, it probably would have ended me. However, he had built up some fleelag, so i decided to keep on him, and this is what happened =P


* R HP:Beaten MV:Winded > At a Branching of the Road
The dirtroad is passing through the small farming community from the north to
the south. A small path is branching from the main road leading towards a
wooden building to the east. As you overlook the community you see that all the
land is neatly divided equally between the number of farms you see. At the
moment you can't seem to find any of the inhabitants.
[ obvious exits: N E S ]
Zone: Saldaean Farmlands
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
Meren the Gray Man is standing here.
A little boy plays here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A raven has arrived from the south.
Meren pierces your right arm.

* R HP:Beaten MV:Winded - Meren: Beaten > You do the best you can!

* R HP:Beaten MV:Winded - Meren: Beaten >
You try to hack Meren, but he deflects the blow.
Meren pierces your body hard.
-=+**+
Meren pierces your left leg.
=- -
Meren pierces your body.
You wish that your wounds would stop BLEEDING so much!


=
As Meren avoids your bash, you topple over and fall to the ground!

* R HP:Beaten MV:Winded >
bash

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


* R HP:Beaten MV:Winded - Meren: Beaten >

Meren pierces your left leg hard.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Winded - Meren: Beaten >
Meren panics, and attempts to flee!
-=+
Meren leaves east. >>
*
e
k dark
bash*+
Cancelled.
On a Small Path leading to the Farmhouse
Cobblestone borders a path branching off from the main road to your west.
Blades of crabgrass grow between the rocks and spread into the rest of the
area, choking out tender fescue. To the east a house looms, before it a
chaotic mix of wildflowers and herbs flourish in no particular order.
[ obvious exits: N E S W ]
Zone: Saldaean Farmlands
A small chimney puffs smoke from the roof of a brush wagon.
A gray palfrey prances skittishly nearby, being ridden by you.
Meren the Gray Man is standing here.
A young blacksmith is here, looking for work.
A raven has arrived from the west.
Meren pierces your body.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Winded - Meren: Beaten > You do the best you can!

* R HP:Critical MV:Winded - Meren: Beaten >
You try to hack Meren, but he parries successfully.
Meren pierces your body.
You wish that your wounds would stop BLEEDING so much!

Meren barely pierces your head.
You wish that your wounds would stop BLEEDING so much!

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

=
Your bash at Meren sends him sprawling!
Meren panics, and attempts to flee!

* R HP:Critical MV:Winded - Meren: Beaten >

You hack Meren's body into bloody fragments!

* R HP:Critical MV:Winded - Meren: Critical >

Meren leaves south. vv

* R HP:Critical MV:Winded >
s
k dark
bash
On the Green Pasture
Green grass is covering this pasture. It seems to be used as food for the
livestock of the farm you see to your north. To your east you see rows of
plants neatly arranged. A small path is lying to your north. A fence is
blocking the way to the south. The road is passing the pature to the west. A
small ditch filled with water is keeping any livestock from leaving these
grounds.
[ obvious exits: N E S W ]
Zone: Saldaean Farmlands
Door south: fence
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
Meren the Gray Man is standing here.
A large tuft of grass stands here, swaying gently.
A large tuft of grass stands here, swaying gently.
A raven has arrived from the north.

* R HP:Critical MV:Winded > You try to hack Meren, but he deflects the blow.

* R HP:Critical MV:Winded - Meren: Critical >
-=+
Meren pierces your left foot.
You wish that your wounds would stop BLEEDING so much!

*
Meren panics, and attempts to flee!

*+=-
Meren leaves west. <<
-=
They're not here anymore!

w
k dark
* R HP:Critical MV:Winded >
bash
Farmers Road through Irinjavar
A small sign is standing besides the road here. The local inhabitants must
take great pride in their settlement to give this dirt road a name. Farming
fields are bordering the road on both sides. A pasture is to the east while
some sort of vegetable garden is lying to the west. The road continues to
the north and south.
[ obvious exits: N E S W ]
Zone: Saldaean Farmlands
There are some bloody traces of a grayman leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
Meren the Gray Man is standing here.
Meren pierces your right leg.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Winded - Meren: Critical >
You do the best you can!

* R HP:Critical MV:Winded - Meren: Critical > -=+**
Meren panics, and attempts to flee!
+=- -=
Your bash at Meren sends him sprawling!

* R HP:Critical MV:Winded - Meren: Critical >

You hack Meren's right hand into bloody fragments!
Meren is mortally wounded, and will die soon, if not aided.

* R HP:Critical MV:Winded - Meren: Critical >

You hack Meren's head into bloody fragments!
Meren 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 Meren's death cry.

Kilgore
Posts: 180
Joined: Sun May 24, 2015 3:04 pm

Re: Crit kills

Post by Kilgore » Sat Jul 01, 2023 12:51 pm

In the Southeast Tower
[ obvious exits: W U ]
Shzrei the Master Torturer is here, fighting Lisette.
A chestnut stallion trots about.
*Lisette* is here, fighting Shzrei.
*Lisette* is surrounded by a shimmering white aura!
A sergeant is here, fighting Shzrei.
A sergeant is here, fighting Shzrei.
A tough Shienaran soldier waits here.
Toki has arrived from the west.

* HP:Battered SP:Strong MV:Weary >
You try to strike *Lisette*, but she deflects the blow.

* HP:Battered SP:Strong MV:Weary - Shzrei: Scratched - Lisette: Beaten > *Lisette* leaves up.
Alas, you cannot go that way...

* HP:Battered SP:Strong MV:Weary >
Shzrei kicks a sergeant in solar plexus, a sergeant is rendered breathless!

* HP:Battered SP:Strong MV:Weary >


Nobody here by that name.

* HP:Battered SP:Strong MV:Weary > Top of the Southeast Tower
[ obvious exits: N D ]
A Shienaran guard patrols here, watching you carefully.
An ageless woman in a red shawl stands here.
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.
Toki has arrived from below.


* HP:Battered SP:Strong MV:Weary >
On the Keep Wall
[ obvious exits: N S ]
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.
Toki has arrived from the south.

* HP:Battered SP:Strong MV:Weary > Top of the Northeast Tower
[ obvious exits: S D ]
*Lisette* is standing here.
*Lisette* is surrounded by a shimmering white aura!
Lord Dremond al'Moran stands nearby.
An archer draws his bow with a steady hand and a sharp eye.
Toki has arrived from the south.


* HP:Battered SP:Strong MV:Weary > You try to strike *Lisette*, but she parries successfully.

* HP:Battered SP:Strong MV:Weary - Lisette: Beaten >
*Lisette* tries to pierce you, but you deflect the blow.
Lord Dremond al'Moran tries to smite Toki, but he deflects the blow.
An archer joins Lisette's fight!
You try to strike *Lisette*, but she deflects the blow.
No way! You're fighting for your life!

* HP:Battered SP:Strong MV:Weary - Lisette: Beaten > You do the best you can!


* HP:Battered SP:Strong MV:Weary - Lisette: Beaten >
*Lisette* tries to pierce you, but you deflect the blow.

* HP:Battered SP:Strong MV:Weary - Lisette: Beaten > You begin to weave the appropriate flows...


*Lisette* panics, and attempts to flee!

- = +
*Lisette* leaves down.

* *
Toki panics, and attempts to flee!


+ Cancelled.
An archer draws a hand-and-a-half sword from a sword sheath with a flash of steel.
An archer wields a hand-and-a-half sword in a two-handed grip.
An archer tries to slash Toki, but he parries successfully.
Toki strikes Lord Dremond al'Moran's body.
Lord Dremond al'Moran smites Toki's left foot.
On the Keep Wall
[ obvious exits: N S ]
An ageless woman in a red shawl stands here.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.

* HP:Battered SP:Strong MV:Weary >


That's not a container.

* HP:Battered SP:Strong MV:Weary > A Red Sister tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!
Ommin narrates 'heir to uno area'

* HP:Battered SP:Strong MV:Weary - a Red Sister: Healthy > Shzrei leaves north.
No way! You're fighting for your life!

* HP:Battered SP:Strong MV:Weary - a Red Sister: Healthy >

North: Lord Dremond al'Moran stands nearby.
South: A swift white messenger pigeon flaps its feathery wings.

* HP:Battered SP:Strong MV:Weary - a Red Sister: Healthy > You panic and attempt to flee!


A Red Sister tries to pierce you, but you deflect the blow.
A Shienaran guard joins a Red Sister's fight!
A soldier joins a Shienaran guard's fight!


You flee head over heels.
Top of the Southeast Tower
[ obvious exits: N D ]
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.
You are carrying:
a thin vial of yellow fluid
a mirrored lantern
a beautifully worked great serpent ring
a gold ring
a camouflaged hood
[2] a Kandori snowflake necklace
a bearskin tunic
an elegant riding dress of dark green silk
an embroidered, cotton shoulder bag
a set of cloth sleeves
a pair of dark gloves
[2] a silver Kandori wristcuff
a staff of sungwood
a brightly-colored sash
a pair of earthen colored breeches
a black pair of silver-tooled boots
a water skin
the gatekey to Fal Dara
a rusty key

* HP:Battered SP:Strong MV:Weary >

On the Keep Wall
[ obvious exits: N S ]
An ageless woman in a red shawl stands here.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.


* HP:Battered SP:Strong MV:Weary > Top of the Northeast Tower
[ obvious exits: S D ]
Lord Dremond al'Moran stands nearby.
An archer draws his bow with a steady hand and a sharp eye.

* HP:Battered SP:Strong MV:Weary >
In the Northeast Tower
[ obvious exits: W U ]
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.

* HP:Battered SP:Strong MV:Weary > Toki O is standing here.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.

* HP:Battered SP:Strong MV:Weary >
A sergeant bellows 'Rally the forces, the dreadlords approach!'
Outdoor Training Grounds
[ obvious exits: E S W ]
A hanging lantern lights the path.
Shzrei the Master Torturer is standing here.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.


* HP:Battered SP:Strong MV:Weary >
Shzrei narrates 'uno is hieron'
*Lisette* is standing here.
*Lisette* is surrounded by a shimmering white aura!
*Hieronymus* is standing here.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
A large one-eyed man stands here, glaring at nothing in particular.

* HP:Battered SP:Strong MV:Weary >
You are already in touch with saidin, can't you feel it?

* HP:Battered SP:Strong MV:Weary > Fal Dara Weaponguild
[ obvious exits: N E ]
*Lisette* is standing here.
*Lisette* is surrounded by a shimmering white aura!
*Hieronymus* is standing here.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
A large one-eyed man stands here, glaring at nothing in particular.
Shzrei has arrived from the north.

* HP:Battered SP:Strong MV:Weary > You begin to weave the appropriate flows...

-
*Hieronymus* tries to pound Shzrei, but he deflects the blow.

=
Shzrei narrates 'she uno'

+ *
An elite Shienaran guard joins Hieronymus's fight!
A Borderguard trainee says 'You Shzrei!!! You will die before your time!! '
An elite Shienaran guard tries to slash Shzrei, but he deflects the blow.
A Borderguard trainee says 'You Shzrei!!! You will die before your time!! '
Shzrei tries to slash *Hieronymus*, but he parries successfully.
*Lisette* leaves east.

* + =
Your target is no longer here!

* HP:Wounded SP:Strong MV:Weary >
Shzrei panics, and attempts to flee!
*Hieronymus* panics, and attempts to flee!

* HP:Wounded SP:Strong MV:Weary >

*Hieronymus* leaves north.

* HP:Wounded SP:Strong MV:Weary >
Nobody here by that name.

* HP:Wounded SP:Strong MV:Weary >
North End of the Eastern Wing
[ obvious exits: N S W ]
*Lisette* is standing here.
*Lisette* is surrounded by a shimmering white aura!


* HP:Wounded SP:Strong MV:Weary >
*Lisette* leaves west.

* HP:Wounded SP:Strong MV:Weary > Shzrei has arrived from the west.
Shzrei narrates 'e of uno'
Nobody here by that name.

* HP:Wounded SP:Strong MV:Weary >
Shzrei leaves south.

* HP:Wounded SP:Strong MV:Weary >

Shzrei has arrived from the south.
Fal Dara Weaponguild
[ obvious exits: N E ]
*Lisette* is standing here.
*Lisette* is surrounded by a shimmering white aura!
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
A large one-eyed man stands here, glaring at nothing in particular.
Shzrei has arrived from the east.

* HP:Wounded SP:Strong MV:Weary > Shzrei leaves north.
You begin to weave the appropriate flows...

-
*Hieronymus* has arrived from the north.

=
*Hieronymus* tries to pound you, but you deflect the blow.

+ * * + =
You draw some energy from the stone in your hand.
Ok.
Streaks of fire flow from your hands, burning *Lisette*.

* HP:Wounded SP:Strong MV:Weary - Hieronymus: Healthy >
You gasp in pain as streaks of fire from *Lisette* burn your body!

* HP:Battered SP:Strong MV:Weary - Hieronymus: Healthy >

You panic and attempt to flee!


Shzrei tries to slash *Hieronymus*, but he parries successfully.



*Hieronymus* sends you sprawling with a powerful bash!



*Hieronymus* pounds your body into bloody fragments!
An elite Shienaran guard joins Hieronymus's fight!
A Borderguard trainee says 'You Shzrei!!! You will die before your time!! '
A Borderguard trainee tries to slash Shzrei, but he deflects the blow.
A Borderguard trainee tries to slash Shzrei, but he dodges the attack.
Uno Nomesta tries to smite Shzrei, but he parries successfully.


You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Lisette* burn your body!


An elite Shienaran guard joins Uno Nomesta's fight!




You flee head over heels.
Outdoor Training Grounds
[ obvious exits: E S W ]
A hanging lantern lights the path.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
They aren't here.

* HP:Critical SP:Strong MV:Winded > You narrate 'uno'

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

* HP:Critical SP:Strong MV:Winded > A servant bellows 'Argh, a trolloc! Someone save me!!!'
Alas, you cannot go that way...

* HP:Critical SP:Strong MV:Winded > In the Northeast Tower
[ obvious exits: W U ]
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.


* HP:Critical SP:Strong MV:Winded >
A sergeant bellows 'Rally the forces, the dreadlords approach!'
Top of the Northeast Tower
[ obvious exits: S D ]
Lord Dremond al'Moran stands nearby.
An archer draws his bow with a steady hand and a sharp eye.

* HP:Critical SP:Strong MV:Weary >
On the Keep Wall
[ obvious exits: N S ]
A Shienaran guard patrols here, watching you carefully.
An ageless woman in a red shawl stands here.
A Shienaran guard patrols here, watching you carefully.
A tough Shienaran soldier waits here.

* HP:Critical SP:Strong MV:Weary > Top of the Southeast Tower
[ obvious exits: N D ]
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.

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

* HP:Critical SP:Strong MV:Weary >
In the Southeast Tower
[ obvious exits: W U ]
A chestnut stallion trots about.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* HP:Critical SP:Strong MV:Weary >
Eastern End of the Courtyard
[ obvious exits: E W ]
A hanging lantern lights the path.
A tough Shienaran soldier waits here.
A grizzled Shienaran veteran looks on.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A warhorse is here, stamping his feet impatiently.

* HP:Critical SP:Strong MV:Weary >
Center of the Courtyard
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
A gray haired weaponsmaster stands nearby.
An Illuminator's assistant stands here carrying some colored tubes.

* HP:Critical SP:Strong MV:Weary >
Inner Gate of the Keep
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.


* HP:Critical SP:Strong MV:Weary > On the Drawbridge
[ obvious exits: N S ]
A hanging lantern lights the path.

* HP:Critical SP:Strong MV:Weary > Before the Keep
[ obvious exits: N S ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.


* HP:Critical SP:Strong MV:Weary > You have 1(280) hit, 138(193) saidin and 40(152) movement points.
You have scored 108500443 experience points and 1126 quest points.
You need 1727318920 exp to level and 1874 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 1973 Turn points to date, ranking you Reaver First.
You have played 68 days and 15 hours (real time).
This ranks you as Kilgore the Tain Shadar [Dreadlord 5] (Level 51).
You are standing.

* HP:Critical SP:Strong MV:Weary >
You narrate 'nomobn ow'

* HP:Critical SP:Strong MV:Weary >
Toki narrates 'was 2 uno'
You narrate 'spam'

* HP:Critical SP:Strong MV:Weary >
The temperature is about 80 degrees.
The sky is cloudless, and a hurricane force wind comes from the north.

* HP:Critical SP:Strong MV:Weary >
#Ok. $target is now set to {lsiette}.


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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Weary > The temperature is about 80 degrees.
The sky is cloudless, and a hurricane force wind comes from the north.

* HP:Critical SP:Strong MV:Weary >
You narrate '10 hp'


* HP:Critical SP:Strong MV:Weary >
Players in your Zone
--------------------
Toki - Center of the Courtyard
Shzrei - East Wing of the Castle
Kilgore - Before the Keep
Yzmulc - North End of the Eastern Wing
Ommin - Before the Keep
Stryker - Before the Keep
Mephistopheles - Before the Keep

* HP:Critical SP:Strong MV:Weary > 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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.


* HP:Critical SP:Strong MV:Weary > You have 1(280) hit, 138(193) saidin and 40(152) movement points.
You have scored 108500443 experience points and 1126 quest points.
You need 1727318920 exp to level and 1874 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 1973 Turn points to date, ranking you Reaver First.
You have played 68 days and 15 hours (real time).
This ranks you as Kilgore the Tain Shadar [Dreadlord 5] (Level 51).
You are standing.

* HP:Critical SP:Strong MV:Weary >

You are a 589 year old male dreadlord channeler.
Your height is 6 feet, 1 inches, and you weigh 184.0 lbs.
You are carrying 26.9 lbs and wearing 28.8 lbs, very light.
Your base abilities are: Str:17 Int:17 Wil:19 Dex:18 Con:15.
Offensive bonus: 138, Dodging bonus: 138, Parrying bonus: 171
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Defensive.
Your armor absorbs about 16% on average.

You are subjected to the following effects:
- REFRESH
- SOURCE
- NO QUIT
- DARK VISION

* HP:Critical SP:Strong MV:Weary > 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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Winded >
Yzmulc narrates 'on 1e uno'

* HP:Critical SP:Strong MV:Winded >
#Ok. $target is now set to {lisette}. Paranoia pays off!

Shzrei narrates 'all go nomob'
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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Winded >


* HP:Critical SP:Strong MV:Winded > Players in your Zone
--------------------
Shzrei - Upper Hall
Toki - Eastern End of the Courtyard
Kilgore - Before the Keep
Yzmulc - North End of the Eastern Wing
Ommin - Before the Keep
Stryker - Before the Keep
Mephistopheles - Before the Keep


* HP:Critical SP:Strong MV:Winded > 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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Winded >

Players in your Zone
--------------------
Toki - Inner Gate of the Keep
Shzrei - East Wing of the Castle
Kilgore - Before the Keep
Yzmulc - North End of the Eastern Wing
Ommin - Before the Keep
Stryker - Before the Keep
Mephistopheles - Before the Keep

* HP:Critical SP:Strong MV:Winded >
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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Winded > Players in your Zone
--------------------
Toki - On the Drawbridge
Shzrei - East Wing of the Castle
Kilgore - Before the Keep
Yzmulc - North End of the Eastern Wing
Ommin - Before the Keep
Stryker - Before the Keep
Mephistopheles - Before the Keep

* HP:Critical SP:Strong MV:Winded >
Mephistopheles assumes an offensive striking posture.


* HP:Critical SP:Strong MV:Winded >

Toki has arrived from the north.
*Lisette* has arrived from the north.
A chestnut stallion has arrived from the north.
Mephistopheles tries to cleave *Lisette*, but she deflects the blow.

* HP:Critical SP:Strong MV:Winded > Stryker tries to blast *Lisette*, but she deflects the blow.
You have 1(280) hit, 138(193) saidin and 47(152) movement points.
You have scored 108500443 experience points and 1126 quest points.
You need 1727318920 exp to level and 1874 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 1973 Turn points to date, ranking you Reaver First.
You have played 68 days and 15 hours (real time).
This ranks you as Kilgore the Tain Shadar [Dreadlord 5] (Level 51).
You are standing.

* HP:Critical SP:Strong MV:Winded > 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 ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
A chestnut stallion trots about.
*Lisette* is here, fighting Mephistopheles.
*Lisette* is surrounded by a shimmering white aura!
Toki O is standing here.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is here, fighting Lisette.
Mephistopheles the Abominable Bruiser is here, fighting Lisette.

* HP:Critical SP:Strong MV:Winded >
The Crossing
[ obvious exits: N E S W ]
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.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran guard patrols here, watching you carefully.
The Fal Dara town crier stands here, spreading the news.
Toki has arrived from the north.

* HP:Critical SP:Strong MV:Weary >
A Shienaran guard tries to slash Toki, but he deflects the blow.
Toki tries to strike a Shienaran guard, but he parries successfully.
A Shienaran guard tries to slash Toki, but he deflects the blow.
Your extra burst of stamina fades.
Your heartbeat calms down more as you feel less panicked.

* HP:Critical SP:Strong MV:Winded >
Shzrei the Master Torturer is standing here.
A chestnut stallion trots about.
*Lisette* is here, fighting Mephistopheles.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is here, fighting Lisette.
Mephistopheles the Abominable Bruiser is here, fighting Lisette.

* HP:Critical SP:Strong MV:Winded >
*Lisette* has arrived from the north.
*Lisette* tries to pierce you, but you parry successfully.


* HP:Critical SP:Strong MV:Winded - Lisette: Beaten > No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Winded - Lisette: Beaten > You begin to weave the appropriate flows...



Toki panics, and attempts to flee!

Cancelled.
You panic and attempt to flee!


The ratter bellows 'Paying out for scalps of the shadow at Merchants Row.'
Shzrei tries to slash *Lisette*, but she parries successfully.


*Lisette* swiftly dodges your attempt to strike her.
A Shienaran guard tries to slash Toki, but he parries successfully.
You flee head over heels.
Before the Keep
[ obvious exits: N S ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
A chestnut stallion trots about.
Ommin the Master Havoc is standing here.
Stryker the Darkling Senior is standing here.
Mephistopheles the Abominable Bruiser is standing here.

* HP:Critical SP:Strong MV:Winded >
Ommin the Master Havoc is here, fighting Lisette.
Shzrei the Master Torturer is here, fighting Lisette.
*Lisette* is here, fighting Shzrei.
A run-down looking man wanders aimlessly, collecting lost belongings.
The Fal Dara town crier stands here, spreading the news.

* HP:Critical SP:Strong MV:Winded >
Ommin narrates 'x'

* HP:Critical SP:Strong MV:Winded >
Stryker narrates 'she s'

* HP:Critical SP:Strong MV:Winded >
Toki has arrived from the south.
The Crossing
[ obvious exits: N E S W ]
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.
Ommin the Master Havoc is standing here.
Shzrei the Master Torturer is standing here.
A run-down looking man wanders aimlessly, collecting lost belongings.
The Fal Dara town crier stands here, spreading the news.
Stryker has arrived from the north.
Toki has arrived from the north.
Mephistopheles has arrived from the north.

* HP:Critical SP:Strong MV:Winded > Nobody here by that name.

* HP:Critical SP:Strong MV:Winded >
A Shienaran guard has arrived from the south.

* HP:Critical SP:Strong MV:Winded >
*Lisette* has arrived from the south.
Mephistopheles tries to cleave *Lisette*, but she parries successfully.


* HP:Critical SP:Strong MV:Winded > Stryker leaves north.
Shzrei leaves south.
North: Stryker the Darkling Senior is standing here.
East: A grizzled Shienaran veteran looks on.
South: Shzrei the Master Torturer is standing here.
West: A ratter is here, hunting shadoweyes.

* HP:Critical SP:Strong MV:Winded >
*Lisette* panics, and attempts to flee!
You begin to weave the appropriate flows...
Ommin narrates 's'

-
Ommin tries to pierce *Lisette*, but she parries successfully.

= +
*Lisette* leaves south.

*
Toki strikes a Shienaran guard's body very hard.
A poor trash collector bellows 'A trolloc is in the city at The Crossing!'
A poor trash collector panics, and attempts to flee!
A poor trash collector leaves south.
A poor trash collector has arrived from the south.
A Shienaran guard tries to slash Toki, but he deflects the blow.

*
+ =
Toki panics, and attempts to flee!
Your target is no longer here!

* HP:Critical SP:Strong MV:Winded >
Main Road
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Ommin the Master Havoc is standing here.
*Lisette* is here, fighting Shzrei.
Shzrei the Master Torturer is here, fighting Lisette.
A figure stands here, ready to collect unwanted things.
Ack, you lost Mephistopheles!
Ommin tries to pierce *Lisette*, but she deflects the blow.

* HP:Critical SP:Strong MV:Winded > You begin to weave the appropriate flows...

- = +
*Lisette* leaves south.
*Lisette* has arrived from the south.

*
*Lisette* leaves north.
Ommin assumes an offensive striking posture.

* +
=
Your target is no longer here!

* HP:Critical SP:Strong MV:Winded >
Shzrei leaves north.
The Crossing
[ obvious exits: N E S W ]
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.
Shzrei the Master Torturer is standing here.
Ommin the Master Havoc is here, fighting Lisette.
*Lisette* is sitting here.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran guard is here, fighting Mephistopheles.
Mephistopheles the Abominable Bruiser is here, fighting Lisette.
The Fal Dara town crier stands here, spreading the news.

* HP:Critical SP:Strong MV:Winded >
Shzrei leaves north.
You begin to weave the appropriate flows...


Cancelled.
Before the Keep
[ obvious exits: N S ]
A large slab of meat has been placed here. [4]
A heavy pile of chainmail lies in a bundle.
A set of chainmail sleeves lie upon the ground.
A pair of sturdy metal half-gauntlets has been set here.
A seven-foot pole with a large axe head rests here.
A small purse is here.
A wide leather belt has been cast off here.
A set of thin metal leggings is here.
A hanging lantern lights the path.
Shzrei the Master Torturer is standing here.
Toki O is standing here.
Stryker the Darkling Senior is standing here.
A chestnut stallion trots about.

* HP:Critical SP:Strong MV:Winded > Nobody here by that name.

* HP:Critical SP:Strong MV:Winded >

The Crossing
[ obvious exits: N E S W ]
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.
Ommin the Master Havoc is here, fighting Lisette.
*Lisette* is sitting here.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran guard is here, fighting Mephistopheles.
Mephistopheles the Abominable Bruiser is here, fighting Lisette.
The Fal Dara town crier stands here, spreading the news.
Stryker has arrived from the north.
Toki has arrived from the north.

* HP:Critical SP:Strong MV:Winded >
Stryker blasts *Lisette*'s body into bloody fragments!
*Lisette* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Lisette*'s death cry.
They aren't here.

* HP:Critical SP:Strong MV:Winded > Shzrei leaves south.
Nobody here by that name.

* HP:Critical SP:Strong MV:Winded >
A Shienaran guard barely slashes Mephistopheles's head.
A poor trash collector panics, and attempts to flee!
A poor trash collector leaves east.

* HP:Critical SP:Strong MV:Winded >


A Shienaran guard has arrived from the south.
You get a plate with bread and green veined cheese from the corpse of Lisette.
You get a black pair of silver-tooled boots from the corpse of Lisette.
You get a pair of earthen colored breeches from the corpse of Lisette.
You get a belt with a buckle of cuendillar from the corpse of Lisette.
You get a ruby-worked rapier from the corpse of Lisette.
You get a silver etched shield from the corpse of Lisette.
You get a jeweled wristcuff from the corpse of Lisette.
You get a jeweled wristcuff from the corpse of Lisette.
You get a pair of dark gloves from the corpse of Lisette.
You get a set of cloth sleeves from the corpse of Lisette.
You get a backpack from the corpse of Lisette.
You get a surcoat with exquisite embroidery from the corpse of Lisette.
You get a bearskin tunic from the corpse of Lisette.
You get a shimmering pendant of obsidian from the corpse of Lisette.
You get a shimmering pendant of obsidian from the corpse of Lisette.
You get a camouflaged hood from the corpse of Lisette.
You get a gold ring from the corpse of Lisette.
You get a gold ring from the corpse of Lisette.
a sculpted statuette: You can't carry that many items.

Rhys
Posts: 218
Joined: Tue Mar 07, 2017 6:10 pm

Re: Crit kills

Post by Rhys » Sat Jul 01, 2023 1:23 pm

remaining kill-oriented with 1 hp, inside FD, with 2k TPs...

more like this, please

Hieronymus
Posts: 118
Joined: Sun Apr 17, 2016 1:14 am

Re: Crit kills

Post by Hieronymus » Sat Jul 01, 2023 10:48 pm

Really, really well-played.

Normally trying to finish the kill is the correct call, but 1) KG is one of the few players not panicking in that situation, 2) DS still outnumbered us 2 to 7 so I figured if he made it to the no mob, he was going to be okay, 3) his defense is not going to catch a stray melee and die, even with 1 hp at a no mob with 3-4 spamming for him and 4) Lisette is a fantastic PKer, but anyone who knows them knows they would try to extend/overextend to try to finish the kill (often with limited comms, which was a little frustrating for me) and you can plan around that, which KG did.

Seroma
Posts: 25
Joined: Mon Dec 13, 2021 3:44 pm

Re: Crit kills

Post by Seroma » Thu Jul 13, 2023 9:37 am

sc
o S HP:Critical MV:Tiring >
You have 34(415) hit and 177(271) movement points.
You have scored 99521997 experience points and 419 quest points.
You need 3978003 exp to level and 581 qp to rank.
You have amassed 45 Turn points to date.
You have played 6 days and 17 hours (real time).
This ranks you as Seroma the Darkling Senior [Dha'vol 6] (Level 49).
You are resting.

o S HP:Critical MV:Tiring >

*Mantas* has arrived from the west.

* S HP:Critical MV:Tiring >

*Mantas* slashes your left arm.
You wish that your wounds would stop BLEEDING so much!


where
* S HP:Critical MV:Tiring - Mantas: Battered >
Players in your Zone
--------------------
Seroma - Deserted Guest House

bash
* S HP:Critical MV:Tiring - Mantas: Battered >


-
=
+
*
*Mantas* slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!

A hideous trolloc joins your fight!
A hideous trolloc joins a hideous trolloc's fight!
A boarish trolloc joins your fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a boarish trolloc's fight!

*
+
=
*Mantas* panics, and attempts to flee!

-

-
=
Your bash at *Mantas* sends him sprawling!

* S HP:Critical MV:Tiring - Mantas: Battered >

A myrddraal slashes Mantas's left hand hard.
A boarish trolloc cleaves Mantas's right arm very hard.
A boarish trolloc cleaves Mantas's body very hard.
A hideous trolloc cleaves Mantas's body.
A hideous trolloc cleaves Mantas's body.
You blast *Mantas*'s body extremely hard.

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
k light
k light
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
A myrddraal slashes Mantas's body.
A boarish trolloc barely cleaves Mantas's head.
A boarish trolloc cleaves Mantas's body very hard.
A hideous trolloc barely cleaves Mantas's body.
A hideous trolloc cleaves Mantas's left leg.
You blast *Mantas*'s body very hard.
*Mantas* is stunned, but will probably regain consciousness...
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
k light
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
You do the best you can!

* S HP:Critical MV:Tiring - Mantas: Critical >
You do the best you can!

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

A myrddraal slashes Mantas's right arm hard.
*Mantas* is dead! R.I.P.
Your blood freezes as you hear *Mantas*'s death cry.

o S HP:Critical MV:Tiring >
k light
k light
They aren't here.

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

o S HP:Critical MV:Tiring >

Mastacalus narrates 'u ok?'

o S HP:Critical MV:Tiring >
nar rip mantas
You narrate 'rip mantas'

o S HP:Critical MV:Tiring >
sc
You have 15(415) hit and 177(271) movement points.
You have scored 99523230 experience points and 419 quest points.
You need 3976770 exp to level and 581 qp to rank.
You have amassed 45 Turn points to date.
You have played 6 days and 17 hours (real time).
This ranks you as Seroma the Darkling Senior [Dha'vol 6] (Level 49).
You are standing.

Seroma
Posts: 25
Joined: Mon Dec 13, 2021 3:44 pm

Re: Crit kills

Post by Seroma » Thu Jul 13, 2023 10:15 am

A measure of revenge:

k light
o S HP:Critical MV:Winded - Jaxon: Beaten >
You do the best you can!

o S HP:Critical MV:Winded - Jaxon: Beaten >
bash
An Elite Ghar'ghael guard cleaves Jaxon's head.
An Elite Ghar'ghael guard cleaves Jaxon's right hand.
An Elite Ko'bal guard cleaves Jaxon's right arm.
An Elite Ko'bal guard barely cleaves Jaxon's body.
*Jaxon* panics, and attempts to flee!
You do the best you can!
*Mantas* has arrived from below.

* S HP:Critical MV:Winded - Jaxon: Critical >
You do the best you can!
*Mantas* hacks your right arm.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Winded - Jaxon: Critical >
*Mantas* barely hacks your head.
You wish that your wounds would stop BLEEDING so much!

The shadowsmith joins your fight!
An Elite Dhai'mon guard joins your fight!
An Elite Dhai'mon guard joins an Elite Dhai'mon guard's fight!
An Elite Dha'vol guard tickles Mantas's left foot with his cleave.
An Elite Dha'vol guard joins an Elite Dha'vol guard's fight!
An Elite Ko'bal guard cleaves Jaxon's head.
*Jaxon* panics, and attempts to flee!
An Elite Ko'bal guard barely cleaves Jaxon's right arm.
An Elite Ghar'ghael guard barely cleaves Jaxon's left foot.
An Elite Ghar'ghael guard barely cleaves Jaxon's body.
You blast *Jaxon*'s head.


*Jaxon* leaves DOWN.

-
=
k light
+
*Jaxon* has arrived from below.

bash
*
*Jaxon* barely hacks your right foot.
You wish that your wounds would stop BLEEDING so much!

*Mantas* panics, and attempts to flee!

Cancelled.
You do the best you can!

* S HP:Critical MV:Winded - Mantas: Beaten >


An Elite Ghar'ghael guard cleaves Jaxon's left leg.
*Jaxon* panics, and attempts to flee!
An Elite Ghar'ghael guard cleaves Jaxon's body.
An Elite Ko'bal guard cleaves Jaxon's body.
*Jaxon* is dead! R.I.P.
Your blood freezes as you hear *Jaxon*'s death cry.
An Elite Ko'bal guard barely cleaves Mantas's head.
*Mantas* leaves DOWN. <--- read that as him entering in spam

f
-
s
=
Cancelled.
The Infernal Forge
A cavernous chamber filled with intense heat and deafening noise. Massive
furnaces line the walls, belching forth waves of fiery flames that cast
dancing shadows in the smoke-filled air. Dark silhouettes move amidst the
chaos, their forms obscured by the haze as they handle glowing metal and
dispose of lifeless objects. The air reeks of burning flesh, sweat, and the
acrid scent of molten iron and steel, creating an overwhelming atmosphere
of torment and despair. A place of eternal suffering that embodies a
relentless cycle of toil and anguish.
[ obvious exits: S W U ]
Zone: Justice
There are some bloody traces of A HUMAN leaving UP
There are some bloody traces of A HUMAN leaving UP
*Mantas* is standing here.
*Mantas* hacks your body.
You wish that your wounds would stop BLEEDING so much!


* S HP:Critical MV:Winded - Mantas: Beaten >
You blast *Mantas*'s body hard.
*Mantas* hacks your left hand.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* S HP:Critical MV:Winded - Mantas: Beaten >
f
You panic and attempt to flee!


You flee head over heels.
A Chimney Shute
A natural cavern chimney shute extends westward from the Infernal Forge,
providing a passage for the billowing smoke and intense heat to escape. The
air is thick with acrid fumes and the sounds of roaring fires.
[ obvious exits: E U ]
Zone: Justice

* S HP:Critical MV:Winded >
s
Alas, you cannot go that way... <- erg

* S HP:Critical MV:Winded >
s

*Mantas* has arrived from the east.

* S HP:Critical MV:Winded >
e
Alas, you cannot go that way...
*Mantas* hacks your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

u
*someone* hacks your body.
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.

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