Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Nasil
Posts: 22
Joined: Tue Dec 25, 2018 9:19 pm

Re: Crit kills

Post by Nasil » Thu Sep 19, 2019 10:27 pm

Dont have my POV as i did not log, but had 35 hps fled came back and zerked. Had just bashed him ctf while beat/crit got him lowish.. Thank you Zerious for log!



* R HP:Scratched MV:Fresh > A Winding Road
[ obvious exits: N E S W ]
|1| A battle-trained destrier stands here, its neck arched, being ridden by you.
*Rark* is standing here, riding |1| shadow stallion
|2| A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Scratched MV:Fresh > You try to slash *Rark*, but he deflects the blow.

= resh - Rark: Beaten >
Nasil has arrived from the north, riding a battle-trained Shienaran warlander.

+
Nasil tries to scythe *someone*, but he deflects the blow.

+
*Sazi* stabs Nasil's left leg.

-
A battle-trained gray destrier snakes his neck till his teeth find flesh!

=
Your bash at *Rark* sends him sprawling!

* R HP:Scratched MV:Fresh - Rark: Beaten >
*Sazi* avoids being bashed by Nasil who loses his balance and falls! <----Im going to die now

* R HP:Scratched MV:Fresh - Rark: Beaten >
You slash *Rark*'s body hard.
*Rark* panics, and attempts to flee!
*Rark* leaves east riding a shadow stallion.

* R HP:Scratched MV:Fresh > You try to slash *Rark*, but he parries successfully.

* R HP:Scratched MV:Fresh - Rark: Beaten >
You try to slash *Rark*, but he deflects the blow.
*Sazi* stabs Nasil's body.

resh - Rark: Beaten >
*Rark* sends you sprawling with a powerful bash!

* R HP:Scratched MV:Fresh - Rark: Beaten >
*Rark* tries to lance you, but you parry successfully.
*Sazi* stabs Nasil's body.
Nasil tries to scythe *Sazi*, but he parries successfully.
*Sazi* avoids being bashed by Nasil who loses his balance and falls!

* R HP:Scratched MV:Fresh - Rark: Beaten >
*Rark* tries to lance you, but you deflect the blow.
*Sazi* stabs Nasil's left hand.
Nasil scythes *Sazi*'s left foot into bloody fragments!
*Sazi* panics, and attempts to flee!
*Sazi* leaves south.

= resh - Rark: Beaten >
*Sazi* has arrived from the south.


Nasil tries to scythe *someone*, but he deflects the blow.

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


Nasil tries to scythe *someone*, but he parries successfully.
You try to slash *Rark*, but he parries successfully.
As *Rark* avoids your bash, you topple over and fall to the ground!

* R HP:Scratched MV:Fresh - Rark: Beaten >
*Sazi* panics, and attempts to flee!

*Sazi* stabs Nasil's left leg.rk: Beaten >
You try to slash *Rark*, but he parries successfully.
*Sazi* leaves north.

+
Nasil scythes *Rark*'s right leg.

-
Nasil tries to scythe *Rark*, but he deflects the blow.
*Rark* tries to lance you, but you deflect the blow.
You dodge a bash from *Rark* who loses his balance and falls!

=
Your bash at *Rark* sends him sprawling!

* R HP:Scratched MV:Fresh - Rark: Beaten > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

* R HP:Scratched MV:Fresh - Rark: Beaten > You narrate 'i zerk'

* R HP:Scratched MV:Fresh - Rark: Beaten >
You barely slash *Rark*'s body.

* R HP:Scratched MV:Fresh - Rark: Beaten >
Nasil sends *Rark* sprawling with a powerful bash!

* R HP:Scratched MV:Fresh - Rark: Beaten >
A battle-trained gray destrier's eyes show their whites as he kicks!

* R HP:Scratched MV:Fresh - Rark: Beaten >
Nasil scythes *Rark*'s body.

* R HP:Scratched MV:Fresh - Rark: Beaten >
Nasil narrates 'same'

* R HP:Scratched MV:Fresh - Rark: Beaten >
Nasil scythes *Rark*'s body with Ribbon in the Air.
You slash *Rark*'s body.

* R HP:Scratched MV:Fresh - Rark: Beaten >
*Sazi* unleashes a flurry of melting icy spikes at Nasil, who is stabbed repeatedly.<----- Oh god

* R HP:Scratched MV:Fresh - Rark: Beaten > They already seem to be stunned.

Nasil spins on one heel, changing forms to Tower of Morning.
Nasil scythes *Rark*'s head very hard.
*Rark* panics, and attempts to flee!
You slash *Rark*'s body.


*Rark* leaves south riding a shadow stallion.

-
Nasil scythes *Sazi*'s right hand extremely hard.
*Sazi* panics, and attempts to flee!

+
*Sazi* leaves east.

=
They're not here anymore!

* R HP:Scratched MV:Fresh >
Nasil sends *Sazi* sprawling with a powerful bash! <------ YESSS
*Sazi* panics, and attempts to flee!

* R HP:Scratched MV:Fresh > You slash *Sazi*'s left leg into bloody fragments!

* R HP:Scratched MV:Fresh - Nasil: Critical - Sazi: Critical > You do the best you can!

* R HP:Scratched MV:Fresh - Nasil: Critical - Sazi: Critical > You do the best you can!

* R HP:Scratched MV:Fresh - Nasil: Critical - Sazi: Critical > You do the best you can!

* R HP:Scratched MV:Fresh - Nasil: Critical - Sazi: Critical > You do the best you can!

* R HP:Scratched MV:Fresh - Nasil: Critical - Sazi: Critical > You slash *Sazi*'s right leg into bloody fragments!
*Sazi* 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 *Sazi*'s death cry.
They aren't here.

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

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

Kultunk
Posts: 10
Joined: Mon Sep 21, 2015 12:20 pm

Re: Crit kills

Post by Kultunk » Fri Sep 20, 2019 1:20 pm

o HP:Battered MV:Full > m
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
*Rhys* is standing here, riding a jet black courser.

* HP:Battered MV:Full > b
[k human]
You slash *Rhys*'s body.

[bash ] - Rhys: Battered >

*
*Rhys* blasts your body.


As *Rhys* avoids your bash, you topple over and fall to the ground!

* HP:Battered MV:Full - Rhys: Battered >
*Rhys* blasts your head.

* HP:Battered MV:Full - Rhys: Battered >
You slash *Rhys*'s right leg hard.

- Rhys: Battered >
*Rhys* sends you sprawling with a powerful bash!

* HP:Battered MV:Full - Rhys: Battered > b

*Rhys* blasts your body hard.

* HP:Battered MV:Full - Rhys: Battered >
*Rhys* blasts your body hard.

[bash ] h - Rhys: Battered >

+
*Rhys* blasts your body very hard.

=
Your bash at *Rhys* sends him sprawling!

* HP:Battered MV:Fresh - Rhys: Battered > where

You slash *Rhys*'s body.

* HP:Battered MV:Fresh - Rhys: Battered > look
Preparing to find this room on the map.
Players in your Zone
--------------------
Kultunk - The Blight
You catch a faint scent of a horse nearby.

* HP:Battered MV:Fresh - Rhys: Battered > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]

Matching room found! Correcting map position.

*Rhys* is sitting here, riding a jet black courser.

* HP:Battered MV:Fresh - Rhys: Battered >
You slash *Rhys*'s body hard.

* HP:Battered MV:Fresh - Rhys: Battered >
You slash *Rhys*'s head hard.

h - Rhys: Battered >
*Rhys* sends you sprawling with a powerful bash!

* HP:Battered MV:Fresh - Rhys: Battered > b

*Rhys* blasts your left leg very hard.

* HP:Beaten MV:Fresh - Rhys: Battered > 5
f

*Rhys* blasts your right leg very hard.

[bash ] - Rhys: Battered >

Cancelled.
A shrill piercing scream reverberates through the area.
[change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!attered >

e

You flee head over heels.
The Blight
The Blight is thicker to the south, and probably impassible. To the north
Correcting map position after fleeing.
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A huge darkhound is here, drooling and snarling.
A rat scurries around trying to get out of sight.

o HP:Beaten MV:Full > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A huge trolloc marked with a whirlwind snorts here.
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

n
o HP:Beaten MV:Full > Alas, you cannot go that way...

o HP:Beaten MV:Full > m
[k human]
They aren't here.

6
o HP:Beaten MV:Full > *Rhys* has arrived from the west, riding a jet black courser.
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Full >
*Rhys* blasts your left leg.

* HP:Beaten MV:Full - Rhys: Battered > m
[k human]
You do the best you can!

* HP:Beaten MV:Full - Rhys: Battered >
You slash *Rhys*'s left leg hard.
An Ahf'frait trolloc joins your fight!
A rat now follows Rhys.
The blighted tree barely hits Rhys's left leg.
The blighted tree joins the blighted tree's fight!
*Rhys* blasts your right leg hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Full - Rhys: Beaten > ber
[change mood berserk]
Mood changed to: Berserk

* HP:Beaten MV:Full - Rhys: Beaten >
The blighted tree barely hits Rhys's body.
The blighted tree barely tickles Rhys's head with its hit.
An Ahf'frait trolloc tickles Rhys's right arm with his cleave.
You slash *Rhys*'s body.
*Rhys* blasts your left foot hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Full - Rhys: Beaten >
*Rhys* panics, and attempts to flee!

* HP:Critical MV:Full - Rhys: Beaten >
You slash *Rhys*'s right leg hard.

* HP:Critical MV:Full - Rhys: Beaten > m
*Rhys* panics, and attempts to flee!
[k human]
You do the best you can!

* HP:Critical MV:Full - Rhys: Beaten > m
m
*Rhys* leaves west riding a jet black courser.
[k human]
They aren't here.

o HP:Critical MV:Full > [k human]
They aren't here.

o HP:Beaten MV:Full > m
m
[k human]
They aren't here.

m
o HP:Beaten MV:Full > m
[k human]
They aren't here.

o HP:Beaten MV:Full > m
[k human]
They aren't here.

o HP:Beaten MV:Full > w
[k human]
They aren't here.

o HP:Beaten MV:Full > [k human]
They aren't here.

m
o HP:Beaten MV:Full > b
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
*Rhys* is here, fighting a huge darkhound, riding a jet black courser.
A huge darkhound is here, fighting Rhys.
A rat scurries around trying to get out of sight.

* HP:Beaten MV:Full > [k human]
You slash *Rhys*'s left arm.

[bash ] a huge darkhound: Healthy - Rhys: Beaten >


*Rhys* leaves north riding a jet black courser.

-
A huge darkhound leaves north.

m
*n
Cancelled.
[k human]
They aren't here.

o HP:Beaten MV:Full > m
The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]
A huge darkhound is here, drooling and snarling.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Full > m
[k human]
They aren't here.

o HP:Beaten MV:Full >
*Rhys* has arrived from the north, riding a jet black courser.

* HP:Beaten MV:Full > m
*Rhys* blasts your left arm hard.
You wish that your wounds would stop BLEEDING so much!

[k human]
You do the best you can!

* HP:Critical MV:Full - Rhys: Beaten > m

You slash *Rhys*'s right foot.
A huge darkhound joins your fight!
A Ko'bal trolloc joins a huge darkhound's fight!
*Rhys* blasts your left arm hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Full - Rhys: Beaten > [k human]
You do the best you can!

* HP:Critical MV:Full - Rhys: Beaten > [k human]
You do the best you can!

* HP:Critical MV:Full - Rhys: Beaten >
A Ko'bal trolloc tickles Rhys's body with his pierce.
You slash *Rhys*'s right leg.

* HP:Critical MV:Full - Rhys: Beaten >
A Ko'bal trolloc tickles Rhys's body with his pierce.
A huge darkhound barely hits Rhys's body.
You slash *Rhys*'s body.
*Rhys* blasts your right arm very hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Full - Rhys: Critical >
*Rhys* panics, and attempts to flee!

* HP:Critical MV:Full - Rhys: Critical >
*Rhys* panics, and attempts to flee!

* HP:Critical MV:Full - Rhys: Critical > m

*Rhys* leaves south riding a jet black courser.

o HP:Critical MV:Full > m
[k human]
They aren't here.

o HP:Critical MV:Full > s
[k human]
They aren't here.

o HP:Critical MV:Full > m
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A huge trolloc marked with a whirlwind snorts here.

o HP:Critical MV:Full > e
m
[k human]
They aren't here.

o HP:Critical MV:Full > e
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o HP:Critical MV:Full > [k human]
They aren't here.

m
o HP:Critical MV:Full > Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
A young trolloc is here, growling with a deep bloodlust.

o HP:Critical MV:Full > [k human]
They aren't here.

o HP:Critical MV:Full > w
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

m
o HP:Critical MV:Full > [k human]
They aren't here.

o HP:Critical MV:Full > 6
6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Full > 6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Full > sc
You have 31(392) hit and 219(235) movement points.
You have scored 82787879 experience points and 2815 quest points.
You need 712121 exp to level and 185 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 32 Turn points to date.
You have played 204 days and 14 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 45).
You are standing.

o HP:Critical MV:Full > w
n
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]

o HP:Critical MV:Full > e
The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]
A huge trolloc marked with a whirlwind snorts here.
A huge darkhound is here, drooling and snarling.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Critical MV:Full > Alas, you cannot go that way...

o HP:Critical MV:Full > e

A Ko'bal trolloc leaves south.
A huge darkhound leaves south.
An Ahf'frait trolloc leaves south.

o HP:Critical MV:Full > Alas, you cannot go that way...

o HP:Critical MV:Full >
An Ahf'frait trolloc has arrived from the south.

o HP:Critical MV:Full > s
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A huge darkhound is here, drooling and snarling.
A trolloc is here, exhorting a group of trolloc raiders.

m
o HP:Critical MV:Full > [k human]
They aren't here.

o HP:Critical MV:Full > m
[k human]
They aren't here.

m
o HP:Critical MV:Full > *Rhys* has arrived from the west, riding a jet black courser.
A rat has arrived from the west.
[k human]
You slash *Rhys*'s body.

* HP:Critical MV:Full - Rhys: Critical > look
Preparing to find this room on the map.
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]

Matching room found! Correcting map position.

A rat scurries around trying to get out of sight.
*Rhys* is here, fighting YOU!, riding a jet black courser.
A huge darkhound is here, drooling and snarling.
A trolloc is here, exhorting a group of trolloc raiders.

* HP:Critical MV:Full - Rhys: Critical > ber

*Rhys* panics, and attempts to flee!

* HP:Critical MV:Full - Rhys: Critical > m
You slash *Rhys*'s body hard.
A huge darkhound joins your fight!
A Ko'bal trolloc joins a huge darkhound's fight!
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

* HP:Critical MV:Full - Rhys: Critical > [k human]
You do the best you can!

m
* HP:Critical MV:Full - Rhys: Critical > m
[k human]
You do the best you can!

* HP:Critical MV:Full - Rhys: Critical > e
*Rhys* leaves north riding a jet black courser.
[k human]
They aren't here.

o HP:Critical MV:Full > m
e
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o HP:Critical MV:Strong > [k human]
They aren't here.

o HP:Critical MV:Strong > w
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
A young trolloc is here, growling with a deep bloodlust.

o HP:Critical MV:Strong > w
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o HP:Critical MV:Strong > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A rat scurries around trying to get out of sight.
A huge darkhound is here, drooling and snarling.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Critical MV:Strong > n
m
The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]
A huge trolloc marked with a whirlwind snorts here.

o HP:Critical MV:Strong > [k human]
They aren't here.

o HP:Critical MV:Strong > n
m
The sun rises.
Your heartbeat calms down more as you feel less panicked.
The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]
A rat scurries around trying to get out of sight.

* HP:Critical MV:Full > [k human]
They aren't here.

* HP:Critical MV:Full > n
n
m
The Blight
The Blight is thinner here, and the stunted trees and dark bushes are scattered
about, rather than in clumps. The ground is noticeably rougher, and travel even
less comfortable. The peaks of the Mountains of Dhoom tower above, and the
whole horizon is obscured by the mountain range which dominates the entire
northern view.
[ obvious exits: N S ]

* HP:Critical MV:Full > The Blight
The sickly forest of the Blight is sparse here but thickens to the south. The
ground is very rocky now, and the Mountains of Dhoom tower before of you.
Further northward travel is prevented from the impassible terrain that comprise
the base of the mountains. The mountains range as far as you can see both to
the east and west.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.

* HP:Critical MV:Full > [k human]
They aren't here.

* HP:Critical MV:Full > 6
6
6
6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Critical MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Critical MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Critical MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Critical MV:Full > look
Preparing to find this room on the map.
The Blight
The sickly forest of the Blight is sparse here but thickens to the south. The
ground is very rocky now, and the Mountains of Dhoom tower before of you.
Further northward travel is prevented from the impassible terrain that comprise
the base of the mountains. The mountains range as far as you can see both to
the east and west.
[ obvious exits: S W ]

Matching room found! Correcting map position.

A rat scurries around trying to get out of sight.

* HP:Critical MV:Full > w
s
The Blight
The sickly forest of the Blight is sparse here but thickens to the south,
although a blighted path is visible amidst the rot. The ground is very rocky
now, and the Mountains of Dhoom tower before of you. Further northward travel
is prevented from the impassible terrain that comprise the base of the
mountains. The mountains range as far as you can see both to the east and west.
[ obvious exits: E S ]
A huge darkhound is here, drooling and snarling.

* HP:Critical MV:Full > s
m
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
*Rhys* is standing here, riding a jet black courser.
A rat scurries around trying to get out of sight.

* HP:Critical MV:Full > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]

o HP:Critical MV:Full > b
[k human]
They aren't here.

o HP:Critical MV:Full > [bash ]
Bash who?

o HP:Critical MV:Full > s
s
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks
stretching to the sky. The mountains dominate the northern horizon, and
range as far as you can see to the east and west. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]
A young trolloc is here, growling with a deep bloodlust.

* HP:Critical MV:Full > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]

* HP:Critical MV:Full > s
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]

* HP:Critical MV:Full > s
e
Alas, you cannot go that way...

* HP:Critical MV:Full > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]
A trolloc is here commanding a fist of troops.

* HP:Critical MV:Full > e
Alas, you cannot go that way...

* HP:Critical MV:Full > n
The Blight
The Blight opens here onto a small clearing. The twitching forest lies in a
circle about the clearing, but you are momentarily free from the dark shapes in
this clearing. Several stones are piled here, in what looks like the remains of
a campfire. A pile of ash lies in the center of the stones.
[ obvious exits: S ]

* HP:Critical MV:Strong > s
s
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]
A trolloc is here commanding a fist of troops.

* HP:Critical MV:Strong > The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]

* HP:Critical MV:Strong > s
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
A huge trolloc marked with a whirlwind snorts here.

* HP:Critical MV:Strong > w
w
The Blight
The Blight here is a twisted sprawl of foul plants and shrubs. You appear to
be on some sort of hill, which slopes steeply to the south. From this vantage
point you can see the Mountains of Dhoom far to the north, and a tinge of
verdant green to the south.
[ obvious exits: E S ]

o HP:Critical MV:Strong > Alas, you cannot go that way...

o HP:Critical MV:Strong > sc
You have 44(392) hit and 202(235) movement points.
You have scored 82789895 experience points and 2815 quest points.
You need 710105 exp to level and 185 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 32 Turn points to date.
You have played 204 days and 14 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 45).
You are standing.

o HP:Critical MV:Strong > s
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
A trolloc is here commanding a fist of troops.

* HP:Critical MV:Strong > s
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A spider-legged beast is here, most of it teeth.

* HP:Critical MV:Strong > where
s
Players in your Zone
--------------------
Kultunk - The Blight
You catch a faint scent of a horse nearby.

ng >
A gaping maw barely hits your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

You flee head over heels.
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
Multiple possible map positions after fleeing. Guessing...
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
A trolloc is here commanding a fist of troops.
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A spider-legged beast is here, most of it teeth.

* HP:Critical MV:Strong > s
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Critical MV:Strong > s
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
The blight bear stands on its haunches, roaring madly.

e
* HP:Critical MV:Strong > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
A trolloc is here ruling a group of trollocs.
A huge darkhound is here, drooling and snarling.

* HP:Critical MV:Strong > n
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
A trolloc is here, exhorting a group of trolloc raiders.
A rat scurries around trying to get out of sight.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Critical MV:Strong > e
The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
An enormous blight worm towers above you, making an eerie shrill scream.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here ruling a group of trollocs.
A spider-legged beast is here, most of it teeth.

* HP:Critical MV:Strong > n
The Blight
The Blight stretches on about you. Far off to the north you can see the peaks
of the Mountains of Dhoom. The stunted growth continues about you, and you
grow weary of this seemingly endless wasted land.
[ obvious exits: N S ]

* HP:Critical MV:Strong > n
n
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
The blight bear stands on its haunches, roaring madly.

n
* HP:Critical MV:Strong > The Blight
The terrain here is a bright swirl of colors, yet none of them are very
pleasant to look at. Red and black leaves swirl in the trees, and the ground is
a sickly pale yellow. Wherever a branch lies broken, a thick black sap is
flowing out. Branches in the trees stir violently, yet there is no wind.
[ obvious exits: S W ]

* HP:Critical MV:Strong > n
Alas, you cannot go that way...

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

* HP:Critical MV:Strong > sc

A shrill piercing scream reverberates through the area.

* HP:Critical MV:Strong > You have 52(392) hit and 178(235) movement points.
You have scored 82789895 experience points and 2815 quest points.
You need 710105 exp to level and 185 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 32 Turn points to date.
You have played 204 days and 14 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 45).
You are standing.

* HP:Critical MV:Strong > w
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
A huge trolloc marked with a whirlwind snorts here.

n
* HP:Critical MV:Tiring > n
w
The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]

* HP:Critical MV:Tiring > n
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]

* HP:Critical MV:Tiring > The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]
A trolloc is here commanding a fist of troops.

* HP:Critical MV:Tiring > ber
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]

* HP:Critical MV:Tiring > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > look
Preparing to find this room on the map.
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]

Matching room found! Correcting map position.


m
* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > n
m
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks
stretching to the sky. The mountains dominate the northern horizon, and
range as far as you can see to the east and west. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]
A young trolloc is here, growling with a deep bloodlust.

* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > n
m
b
The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]

o HP:Critical MV:Tiring > [k human]
They aren't here.

o HP:Critical MV:Tiring > [bash ]
Bash who?

o HP:Critical MV:Tiring > n
m
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
*Rhys* is resting here, riding a jet black courser.
A rat scurries around trying to get out of sight.

* HP:Critical MV:Tiring > b
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
[k human]
You slash *Rhys*'s left arm.

[bash ] ng - Rhys: Critical >

=
*Rhys* panics, and attempts to flee!

*
*Rhys* blasts your right leg.
You wish that your wounds would stop BLEEDING so much!

*Rhys* leaves west riding a jet black courser.

*m
Cancelled.
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
s
[k human]
They aren't here.

* HP:Critical MV:Tiring > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]

sc
o HP:Critical MV:Tiring > You have 42(392) hit and 158(235) movement points.
You have scored 82790813 experience points and 2815 quest points.
You need 709187 exp to level and 185 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 32 Turn points to date.
You have played 204 days and 14 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 45).
You are standing.

o HP:Critical MV:Tiring > n
m
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
A rat scurries around trying to get out of sight.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

m
* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

m
* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

m
* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > [k human]
They aren't here.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

m
* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > [k human]
They aren't here.

* HP:Critical MV:Tiring > m
[k human]
They aren't here.

* HP:Critical MV:Tiring > m
w
m
[k human]
They aren't here.

* HP:Critical MV:Tiring > b
An Overgrown Path
This appears to be a trail, overgrown from years of disuse. The grass and brush
which had covered the path are now dead and brittle. The brush gets thicker to
the west, and tall, dark trees loom in the distance. The path continues to the
east, amidst a stunted swarm of rotting, oozing vegetation. The air takes on a
definite tinge of decay and death.
[ obvious exits: E W ]
*Rhys* is standing here, riding a jet black courser.
You smell something remniscent of death as you enter this place.

* HP:Critical MV:Tiring > [k human]
You slash *Rhys*'s left leg hard.

[bash ] ng - Rhys: Critical >

=
*Rhys* blasts your left leg.
You wish that your wounds would stop BLEEDING so much!



As *Rhys* avoids your bash, you topple over and fall to the ground!

* HP:Critical MV:Tiring >
You dodge a bash from *Rhys* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Rhys: Critical >
You slash *Rhys*'s head.
The day has begun.
Your heartbeat calms down more as you feel less panicked.

* HP:Critical MV:Strong - Rhys: Critical >
You slash *Rhys*'s body.
*Rhys* blasts your head.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Rhys: Critical >
You slash *Rhys*'s body.
*Rhys* blasts your right foot.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Rhys: Critical >
You slash *Rhys*'s right hand hard.
*Rhys* blasts your right arm hard.
You wish that your wounds would stop BLEEDING so much!

You slash *Rhys*'s left foot.
*Rhys* blasts your left foot hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Rhys: Critical >
You slash *Rhys*'s body hard.
*Rhys* 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 *Rhys*'s death cry.

sc
* HP:Critical MV:Strong > You have 8(392) hit and 189(235) movement points.
You have scored 82797134 experience points and 2815 quest points.
You need 702866 exp to level and 185 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 100 Turn points to date.
You have played 204 days and 14 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 45).
You are standing.

Fermin
Posts: 453
Joined: Sat Sep 10, 2016 12:16 pm

Re: Crit kills

Post by Fermin » Fri Sep 20, 2019 7:11 pm

Great! Always love just going for the just hit them approach at the end and hope for a missed bash, cool to see two go for it at the same time.

Venum
Posts: 113
Joined: Mon Mar 07, 2016 2:49 pm

Re: Crit kills

Post by Venum » Sat Sep 21, 2019 12:12 pm

Epic. 2 berserk warriors both going for glory.

Pathfynder
Posts: 17
Joined: Fri May 06, 2016 11:10 pm

Re: Crit kills

Post by Pathfynder » Sat Sep 21, 2019 1:46 pm

This was a log of epic proportions. Well played by both involved.

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Crit kills

Post by Adael » Sat Sep 21, 2019 5:12 pm

Kinda nuts how ultimately for that last round it really just came down to whose hits the MUD processed first. Good fight.

jasmin
Posts: 242
Joined: Sun Dec 27, 2015 3:53 am

Re: Crit kills

Post by jasmin » Sat Sep 21, 2019 9:53 pm

his bc he engaged no.

Adael
Posts: 1082
Joined: Sun Mar 22, 2015 12:34 am

Re: Crit kills

Post by Adael » Sat Sep 21, 2019 9:55 pm

Yes, and if Rhys had been spamming harder it would’ve been his :P

Sanguine
Posts: 351
Joined: Thu Oct 08, 2015 9:48 pm

Re: Crit kills

Post by Sanguine » Sat Sep 21, 2019 11:18 pm

What's the thing where login time matters? Spamming doors?

Kultunk
Posts: 10
Joined: Mon Sep 21, 2015 12:20 pm

Re: Crit kills

Post by Kultunk » Sun Sep 29, 2019 12:33 pm

* HP:Healthy MV:Tiring > time
It is 3 o'clock am, on the 1st day of the month of Choren, year 1304.
According to legend and prophecy, this is the Zunth Turn of the Wheel.
Forums: wotmod.org Wiki: wotmud.wikia.com Web client: writtenrealms.com/wot/

(Server: Sun Sep 29 00:50:17 2019 EST, last rebooted 47 minutes ago)

who
* HP:Healthy MV:Tiring > Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > who
Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara
Stimpy narrates 'stats on rammies worse than the chortlesnorfling wolfishes lol'

* HP:Healthy MV:Tiring > alias mm k willard
Ok.

* HP:Healthy MV:Tiring > whois willard
Willard of Tarabon is a level 33 Valon Guard human.


* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > 6
7
[change mood brave]
Mood changed to: Brave

* HP:Healthy MV:Tiring > [change posture offensive]
Posture changed to: Offensive

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > call
You call for the Malkiergate to be opened.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > who
Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > og
[open gate]
It seems to be locked.

* HP:Healthy MV:Tiring > wher
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > ewho
Arglebargle, glop-glyf!?!

* HP:Healthy MV:Tiring > call
You call for the Malkiergate to be opened.

* HP:Healthy MV:Tiring > wehre
Arglebargle, glop-glyf!?!

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.
Stimpy narrates 'tis reardickulous'

who
* HP:Healthy MV:Tiring > Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > who
Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > nar someone pick malk?
You narrate 'someone pick malk?'

who
* HP:Healthy MV:Tiring > Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > nar lets kill this guy he killed Byrg
You narrate 'lets kill this guy he killed Byrg'

* HP:Healthy MV:Tiring > who
Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > where
m
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > [k human]
They aren't here.

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > who

Stimpy narrates 'but thats a good thing'

* HP:Healthy MV:Tiring > Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > nar lol
You narrate 'lol'

* HP:Healthy MV:Tiring > where

Stimpy narrates 'whats the amount of pick u need'

* HP:Healthy MV:Tiring > Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > nar not sure
You narrate 'not sure'

* HP:Healthy MV:Tiring > nar think pretty high
You narrate 'think pretty high'

* HP:Healthy MV:Tiring > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Tiring > m
[k human]
They aren't here.

* HP:Healthy MV:Tiring >
The sun rises.

* HP:Healthy MV:Strong > sa like 80+ atleast I think not sure
You say 'like 80+ atleast I think not sure'

* HP:Healthy MV:Strong > who
Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Strong > where
sc
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Strong > You have 392(392) hit and 207(248) movement points.
You have scored 77934985 experience points and 2853 quest points.
You need 565015 exp to level and 147 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 11 Turn points to date.
You have played 205 days and 6 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 44).
You are standing.

* HP:Healthy MV:Strong > m
[k human]
They aren't here.

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Strong > lo
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

m
* HP:Healthy MV:Strong > [k human]
They aren't here.

* HP:Healthy MV:Strong > prac
You have got 0 practice sessions left.
You are skilled in the following:
bash (Superb)
rescue (Bad)
shield parry (Awful)
long blades (Superb)
medium blades (Poor)
fencing blades (Poor)
attack (Superb)
search (Good)
track (Good)
notice (Superb)
survival (Level 2)

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

look
Preparing to find this room on the map.
* HP:Healthy MV:Strong > Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]

Matching room found! Correcting map position.

A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > lo
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Strong > lo
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

where
* HP:Healthy MV:Strong > Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Strong > prac
You have got 0 practice sessions left.
You are skilled in the following:
bash (Superb)
rescue (Bad)
shield parry (Awful)
long blades (Superb)
medium blades (Poor)
fencing blades (Poor)
attack (Superb)
search (Good)
track (Good)
notice (Superb)
survival (Level 2)

* HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

* HP:Healthy MV:Strong > lo
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Strong > og
[open gate]
It seems to be locked.

who
* HP:Healthy MV:Strong > Players
-------
Kultunk the Dark Master [Ghar'ghael Master]
Torag the Bandit
Sazi the Dreadlord
Stimpy the Ramshorned Trolloc
Porka I Start PK. U cant resist the Bacon. [Ghar'ghael]

5 players displayed.

* HP:Healthy MV:Strong >
The day has begun.

* HP:Healthy MV:Full > where
Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara

look
Preparing to find this room on the map.
* HP:Healthy MV:Full > Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]

Matching room found! Correcting map position.

A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

* HP:Healthy MV:Full > lo
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

where
* HP:Healthy MV:Full > Players in your Zone
--------------------
Kultunk - Dusty Road by Fal Dara
Williard calls for the Malkiergate to be opened.
The Malkiergate is opened from the other side.

* HP:Healthy MV:Full >
*Williard* has arrived from the south, riding a warhorse.

* HP:Healthy MV:Full > m

*Williard* leaves north riding a warhorse.

* HP:Healthy MV:Full > [k human]
They aren't here.

* HP:Healthy MV:Full > n
m
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.

* HP:Healthy MV:Full > [k human]
They aren't here.

* HP:Healthy MV:Full > t
[track ]

*
Some obvious fresh tracks of a Horse leaving east.
Some obvious fairly recent tracks of a Trolloc leaving south.
Some obvious almost day-old tracks of a Horse leaving south.

* HP:Healthy MV:Full > m
e
[k human]
You try to hack *Williard*, but he parries successfully.

e
* HP:Healthy MV:Full - Williard: Hurt > No way! You're fighting for your life!

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

* HP:Healthy MV:Full - Williard: Hurt > b

*Williard* panics, and attempts to flee!

[bash ] - Williard: Hurt >
*Williard* leaves east.

e
+m
Cancelled.
The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]

* HP:Healthy MV:Full > [k human]
They aren't here.

* HP:Healthy MV:Full > m
e
[k human]
They aren't here.

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

* HP:Healthy MV:Full > m
[k human]
They aren't here.

* HP:Healthy MV:Full > [k human]
They aren't here.

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

m
* HP:Healthy MV:Full > m
[k human]
You try to hack *Williard*, but he parries successfully.

* HP:Healthy MV:Full - Williard: Hurt > [k human]
You do the best you can!

* HP:Healthy MV:Full - Williard: Hurt > b

*Williard* panics, and attempts to flee!

[bash ] - Williard: Hurt >


*Williard* leaves north.


As *Williard* avoids your bash, you topple over and fall to the ground!

* HP:Healthy MV:Full - Williard: Hurt >
*Williard* pierces your body.
*Williard* panics, and attempts to flee!

* HP:Scratched MV:Full - Williard: Hurt >
*Williard* leaves north.

* HP:Scratched MV:Full > nlo willard
Arglebargle, glop-glyf!?!

* HP:Scratched MV:Full > m
m
[k human]
You try to hack *Williard*, but he deflects the blow.

m
* HP:Scratched MV:Full - Williard: Hurt > You try to hack *Williard*, but he deflects the blow.
[k human]
They aren't here.

* HP:Scratched MV:Full - Williard: Hurt > [k human]
They aren't here.

* HP:Scratched MV:Full - Williard: Hurt >
*Williard* panics, and attempts to flee!

* HP:Scratched MV:Full - Williard: Hurt >
Stimpy narrates 'day time'

* HP:Scratched MV:Full - Williard: Hurt > lo willard
m
You do not see that here.
*Williard* leaves east.

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > e
m
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
*Williard* leaves east.

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full >
*Williard* has arrived from the east.

* HP:Scratched MV:Full > nar am on
e
You narrate 'am on'

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

* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > [k human]
They aren't here.

m
* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m

*Williard* has arrived from the west.

* HP:Scratched MV:Full > [k human]
You try to hack *Williard*, but he parries successfully.

m
* HP:Scratched MV:Full - Williard: Hurt > [k human]
You do the best you can!

* HP:Scratched MV:Full - Williard: Hurt > [k human]
You do the best you can!

* HP:Scratched MV:Full - Williard: Hurt > b
*Williard* barely pierces your body.
[bash ]


*Williard* panics, and attempts to flee!

*
*Williard* leaves west.

=
They're not here anymore!

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

* HP:Scratched MV:Full > [k human]
You try to hack *Williard*, but he deflects the blow.

* HP:Scratched MV:Full - Williard: Hurt > w
[k human]
They aren't here.

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

* HP:Scratched MV:Full - Williard: Hurt >
You try to hack *Williard*, but he deflects the blow.

* HP:Scratched MV:Full - Williard: Hurt >
*Williard* panics, and attempts to flee!

* HP:Scratched MV:Full - Williard: Hurt >
*Williard* leaves west.

* HP:Scratched MV:Full > alias mm k williard
m
Ok.

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > m
m
[k human]
You try to hack *Williard*, but he parries successfully.

* HP:Scratched MV:Full - Williard: Hurt > m
[k human]
They aren't here.

* HP:Scratched MV:Full - Williard: Hurt > [k human]
They aren't here.

* HP:Scratched MV:Full - Williard: Hurt > b
[bash ]
*Williard* panics, and attempts to flee!

=
*Williard* leaves west.

m
w
=
They're not here anymore!

* HP:Scratched MV:Full > [k human]
They aren't here.

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

m
* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

w
* HP:Scratched MV:Full > [k human]
They aren't here.

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

m
* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > where
Players in your Zone
--------------------
Kultunk - The Dusty Road

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

* HP:Scratched MV:Fresh > 6
[k human]
They aren't here.

* HP:Scratched MV:Fresh > 7
[change mood brave]
Mood changed to: Brave

* HP:Scratched MV:Fresh > [change posture offensive]
Posture changed to: Offensive

* HP:Scratched MV:Fresh > e
m
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]

* HP:Scratched MV:Full > m
[k human]
They aren't here.

e
* HP:Scratched MV:Full > [k human]
They aren't here.

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

* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > t
[k human]
They aren't here.

[track ] l >

=m
Cancelled.
[k human]
They aren't here.

* HP:Scratched MV:Full > m
m
[k human]
They aren't here.

m
* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

* HP:Scratched MV:Full > t
[k human]
They aren't here.

* HP:Scratched MV:Full > [k human]
They aren't here.

[track ] l >

*
Some obvious fresh tracks of a Horse leaving east.
Some obvious fresh tracks of a Trolloc leaving west.
Some obvious fairly recent tracks of a Trolloc leaving west.

* HP:Scratched MV:Full > kk
[k h.human]
They aren't here.

m
* HP:Scratched MV:Full > [k human]
They aren't here.

* HP:Scratched MV:Full > where
Players in your Zone
--------------------
Kultunk - Road to Tarwin's Gap

m
* HP:Scratched MV:Full > [k human]
They aren't here.

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

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

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

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

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

* HP:Scratched MV:Full > where
Players in your Zone
--------------------
Kultunk - A Winding Road

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

A big sign has been put up here.
[ obvious exits: N E S W ]
A rat scurries around trying to get out of sight.

t
[track ] l >

*
Some obvious fairly recent tracks of a Trolloc leaving west.
Some clear almost day-old tracks of a Horse leaving west.
Some clear almost day-old tracks of a Trolloc leaving west.

* HP:Scratched MV:Full > m
[k human]
They aren't here.

w
* HP:Scratched MV:Full > w
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]

w
w
* HP:Scratched MV:Full > A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]

* HP:Scratched MV:Strong > w
A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
A rat scurries around trying to get out of sight.

* HP:Scratched MV:Strong > w
Thick Forest
Thick hedges thicken into a dark and gloomy forest here. Trees, gnarled and
twisted, cover the ground. To the north, through a break in the trees, the
black jagged peaks of the Mountains of Dhoom can be glimpsed. To the south
lies the road to Tarwin's Gap, leading through the forest.
[ obvious exits: N E S W ]

w
* HP:Scratched MV:Strong > w
Thorny Hedges
The thorny hedges here prick you wherever you move, and you aren't very
willing to stay here and get pricked more. The bushes to the west have
thickened into impenetrablity, but you can still make you way north into more
thorny hedges, as well as east, into thinner bushes. To your south, you can
spot the old road.
[ obvious exits: N E S ]
A stealthy cougar gracefully makes its way through the terrain.

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

where
* HP:Scratched MV:Strong > Alas, you cannot go that way...

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

* HP:Scratched MV:Strong > s
Players in your Zone
--------------------
Kultunk - Thorny Hedges

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

* HP:Scratched MV:Strong >
*Williard* leaves west riding a warhorse.

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

* HP:Scratched MV:Strong > m
w
[k human]
They aren't here.

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

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

* HP:Scratched MV:Strong > s
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.

* HP:Scratched MV:Strong > m
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
A poster has been tacked to the gate here, bearing a seal.
An iron lantern hangs from the wall above the gate.

* HP:Scratched MV:Strong > [k human]
They aren't here.

* HP:Scratched MV:Strong > m
[k human]
They aren't here.

n
* HP:Scratched MV:Strong > m
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
A squat border stone juts from the soil.
*Williard* is standing here, riding a warhorse.
*Williard* barely pierces your body.

* HP:Scratched MV:Strong - Williard: Scratched > m
[k human]
You do the best you can!

* HP:Scratched MV:Strong - Williard: Scratched >
*Williard* pierces your body.

* HP:Scratched MV:Strong - Williard: Scratched > [k human]
You do the best you can!

* HP:Scratched MV:Strong - Williard: Scratched > b
[bash ]

-
*Williard* looks at you.

+
*Williard* tickles your head with his pierce.

=
Your bash at *Williard* sends him sprawling!

* HP:Scratched MV:Strong - Williard: Scratched > lo williard

You hack *Williard*'s body into bloody fragments!

* HP:Scratched MV:Strong - Williard: Hurt >
Williard has some small wounds and bruises.

*Williard* is using:
<used as light> a crystal lightstick
<held> an oilstone
<worn on head> a camouflaged hood
<worn around neck> a shimmering pendant of obsidian
<worn around neck> a shimmering pendant of obsidian
<worn about body> a surcoat with exquisite embroidery
<worn on hands> a pair of dark gloves
<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 on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* HP:Scratched MV:Strong - Williard: Hurt > nod
You nod in agreement.

* HP:Scratched MV:Strong - Williard: Hurt >
You try to hack *Williard*, but he parries successfully.

* HP:Scratched MV:Strong - Williard: Hurt > wink williard
b
You wink suggestively at *Williard*.

* HP:Scratched MV:Strong - Williard: Hurt > [bash ]
They already seem to be stunned.

* HP:Scratched MV:Strong - Williard: Hurt >
*Williard* pierces your right hand.

* HP:Scratched MV:Strong - Williard: Hurt > b

You try to hack *Williard*, but he deflects the blow.
*Williard* pierces your right arm.

[bash ] ong - Williard: Hurt >


*Williard* barely pierces your body.

=
Your bash at *Williard* sends him sprawling!

* HP:Scratched MV:Strong - Williard: Hurt > where
Players in your Zone
--------------------
Kultunk - The Dusty Road
You catch a faint scent of a horse nearby.

look
Preparing to find this room on the map.
* HP:Scratched MV:Strong - Williard: Hurt >
You hack *Williard*'s body into bloody fragments!

* HP:Scratched MV:Strong - Williard: Wounded > The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]

Matching room found! Correcting map position.

A squat border stone juts from the soil.
*Williard* is sitting here, riding a warhorse.

* HP:Scratched MV:Strong - Williard: Wounded > point
You point whereto?

* HP:Scratched MV:Strong - Williard: Wounded >
You hack *Williard*'s right leg into bloody fragments!

* HP:Scratched MV:Strong - Williard: Wounded > b

*Williard* barely pierces your body.

[bash ] Williard: Wounded >


*Williard* panics, and attempts to flee!

*
*Williard* leaves east riding a warhorse.
*Williard* has arrived from the east, riding a warhorse.


*Williard* leaves west riding a warhorse.

=
They're not here anymore!

* HP:Hurt MV:Strong > m
w
[k human]
They aren't here.

* HP:Hurt MV:Strong > The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]

* HP:Hurt MV:Strong > m
w
[k human]
They aren't here.

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

* HP:Hurt MV:Strong > [k human]
They aren't here.

m
* HP:Hurt MV:Strong > [k human]
They aren't here.

* HP:Hurt MV:Strong > s
m
w
Little Trail
The woods to the south and east of this trail are so thick that you have no
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
*Williard* is standing here, riding a warhorse.
A raven is here flying around.
*Williard* leaves west riding a warhorse.

* HP:Hurt MV:Strong > m
[k human]
They aren't here.

* HP:Hurt MV:Strong > Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
*Williard* is standing here, riding a warhorse.
A tough Shienaran soldier waits here.
*Williard* leaves west riding a warhorse.

* HP:Hurt MV:Strong > [k human]
They aren't here.

* HP:Hurt MV:Strong > w
m
A soldier barely scythes your left foot.
You hack a soldier's body very hard.
A soldier barely scythes your body.
No way! You're fighting for your life!
*Williard* has arrived from the west, riding a warhorse.
A raven has arrived from the west.

* HP:Hurt MV:Full - a soldier: Scratched > w
[k human]
You do the best you can!
*Williard* barely pierces your body.

* HP:Hurt MV:Full - a soldier: Scratched > No way! You're fighting for your life!

* HP:Hurt MV:Full - a soldier: Scratched > 5
f
e
[change mood wimpy]
Mood changed to: Wimpy

m
* HP:Hurt MV:Full - a soldier: Scratched > b
You panic and attempt to flee!

You flee head over heels.
Little Trail
The woods to the south and east of this trail are so thick that you have no
Failed to correct map position after fleeing.
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A raven is here flying around.
Alas, you cannot go that way...

* HP:Hurt MV:Full > [k human]
They aren't here.

* HP:Hurt MV:Full > [bash ]
Bash who?

* HP:Hurt MV:Full >
A soldier has arrived from the west.

* HP:Hurt MV:Full > m
[k human]
They aren't here.

w
* HP:Hurt MV:Full > m
Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
A raven is here flying around.
*Williard* is standing here, riding a warhorse.
*Williard* barely pierces your body.

* HP:Hurt MV:Strong - Williard: Wounded > b

A soldier has arrived from the east.

* HP:Hurt MV:Strong - Williard: Wounded > [k human]
You do the best you can!

[bash ] Williard: Wounded >

+
A soldier barely scythes your right arm.
*Williard* tickles your left hand with his pierce.

*
*Williard* panics, and attempts to flee!

=
*Williard* leaves west riding a warhorse.

=
They're not here anymore!

* HP:Hurt MV:Strong - a soldier: Scratched > 5
f

You hack a soldier's body very hard.
A soldier tickles your body with his scythe.
*Williard* has arrived from the west, riding a warhorse.

* HP:Hurt MV:Strong - a soldier: Scratched > [change mood wimpy]
Mood changed to: Wimpy
*Williard* pierces your left leg.

You panic and attempt to flee!r: Scratched >

m

You flee head over heels.
Little Trail
The woods to the south and east of this trail are so thick that you have no
Failed to correct map position after fleeing.
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A raven is here flying around.

6
* HP:Hurt MV:Strong > [k human]
They aren't here.

* HP:Hurt MV:Strong > m
[change mood brave]
Mood changed to: Brave

* HP:Hurt MV:Strong > [k human]
They aren't here.

w
* HP:Hurt MV:Strong > Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
*Williard* is standing here, riding a warhorse.
A tough Shienaran soldier waits here.
A raven is here flying around.

m
* HP:Hurt MV:Strong > b

*Williard* pierces your left leg.

* HP:Hurt MV:Strong - Williard: Wounded > You try to hack *Williard*, but he deflects the blow.
A soldier joins Williard's fight!
*Williard* pierces your right leg.
[k human]
You do the best you can!

[bash ] Williard: Wounded >

=
*Williard* pierces your body.


A soldier tickles your body with his scythe.
*Williard* barely pierces your left arm.

=
Your bash at *Williard* sends him sprawling!

* HP:Wounded MV:Strong - Williard: Wounded >
A soldier barely scythes your left foot.
You hack *Williard*'s body into bloody fragments!

* HP:Wounded MV:Strong - Williard: Wounded > wink williard
You wink suggestively at *Williard*.

* HP:Wounded MV:Strong - Williard: Wounded >
A soldier tickles your body with his scythe.
You hack *Williard*'s right arm into bloody fragments!

* HP:Wounded MV:Strong - Williard: Battered > b
[bash ]

+
*Williard* barely pierces your body.

*
A soldier barely scythes your right leg.
*Williard* barely pierces your body.

=
Your bash at *Williard* sends him sprawling!
*Williard* panics, and attempts to flee!

* HP:Wounded MV:Strong - Williard: Battered >
A soldier scythes your left arm.
You hack *Williard*'s body into bloody fragments!

* HP:Wounded MV:Strong - Williard: Battered >
*Williard* leaves west riding a warhorse.

* HP:Wounded MV:Strong - a soldier: Scratched > 5

You hack a soldier's body extremely hard.
A soldier tickles your body with his scythe.

f
* HP:Wounded MV:Strong - a soldier: Hurt > [change mood wimpy]
Mood changed to: Wimpy
*Williard* has arrived from the west, riding a warhorse.

You panic and attempt to flee!dier: Hurt >
*Williard* pierces your body.


You flee head over heels.
Open Forest
You would have no problem hiding people in this forest, you realize as you
6
Correcting map position after fleeing.
walk around. There is no way anyone can see you from the road, through the
impenetrable trees to the north, but you can spy on the road from the entrance
to this area. To the west and south, you can see more open forest, where you
can walk freely. You decide that this place would be a great place to hide an
ambushing party... You can see a lot of disturbed dirt on the ground.
[ obvious exits: E S W ]

* HP:Wounded MV:Strong > 0
[change mood brave]
Mood changed to: Brave

* HP:Wounded MV:Strong > m
e
[change wimpy 0]
You won't flee from any fight now.

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

m
* HP:Wounded MV:Strong > A soldier has arrived from the east.
Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
*Williard* is standing here, riding a warhorse.
A raven is here flying around.
*Williard* pierces your left foot.

* HP:Wounded MV:Strong - Williard: Battered > [k human]
You do the best you can!

* HP:Wounded MV:Strong - Williard: Battered > b
*Williard* barely pierces your body.
[bash ]
*Williard* panics, and attempts to flee!

-
A soldier has arrived from the west.

+
*Williard* leaves west riding a warhorse.

+
A soldier barely scythes your body.

=
They're not here anymore!

* HP:Wounded MV:Strong - a soldier: Hurt >
Porka narrates 'blah i hate gf'

5
* HP:Wounded MV:Strong - a soldier: Hurt > f
[change mood wimpy]
Mood changed to: Wimpy
*Williard* has arrived from the west, riding a warhorse.

You panic and attempt to flee!dier: Hurt >
*Williard* tickles your body with his pierce.


*Williard* pierces your left arm.
A soldier tickles your body with his scythe.

6
You flee head over heels.
Little Trail
The woods to the south and east of this trail are so thick that you have no
Correcting map position after fleeing.
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A raven is here flying around.
[change mood brave]
Mood changed to: Brave

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

0
* HP:Wounded MV:Strong > [change wimpy 0]
You won't flee from any fight now.

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

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

m
* HP:Wounded MV:Strong >
A soldier has arrived from the west.

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

* HP:Wounded MV:Strong > m
Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
*Williard* is standing here, riding a warhorse.
A raven is here flying around.
*Williard* barely pierces your left leg.

* HP:Wounded MV:Strong - Williard: Battered > b
[k human]
You do the best you can!

[bash ] g - Williard: Battered >


A soldier has arrived from the east.
*Williard* panics, and attempts to flee!

*
*Williard* leaves west riding a warhorse.

*
A soldier tickles your left foot with his scythe.

=
They're not here anymore!

* HP:Wounded MV:Strong - a soldier: Scratched > 5
f
[change mood wimpy]
Mood changed to: Wimpy

* HP:Wounded MV:Strong - a soldier: Scratched > 6
You panic and attempt to flee!


A soldier tickles your left leg with his scythe.

0
m

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


*Williard* pierces your body.

You flee head over heels.
Little Trail
The woods to the south and east of this trail are so thick that you have no
Correcting map position after fleeing.
choice but to go along the trail to the west, deeper into the forest, or back
onto the road to the north. You push low hanging branches out of your face as
you move along the path. Looking down, you see a lot of scuffed up dirt.
[ obvious exits: N W ]
A raven is here flying around.
[change mood brave]
Mood changed to: Brave

* HP:Wounded MV:Strong > b
[change wimpy 0]
You won't flee from any fight now.

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

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

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

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

* HP:Wounded MV:Strong > m
s
[k human]
They aren't here.

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

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

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

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

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

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

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

* HP:Wounded MV:Strong > m
b
A soldier has arrived from the west.
Heavy Forest
There is a lot of open space between the trees here, and you realize that
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]
*Williard* is standing here, riding a warhorse.
A raven is here flying around.
*Williard* pierces your right arm.

* HP:Battered MV:Strong - Williard: Battered > [k human]
You do the best you can!

[bash ] ng - Williard: Battered >

+
*Williard* barely tickles your right foot with his pierce.
A soldier has arrived from the east.

*
*Williard* panics, and attempts to flee!


As *Williard* avoids your bash, you topple over and fall to the ground!
*Williard* panics, and attempts to flee!
*Williard* leaves west riding a warhorse.

* HP:Battered MV:Strong >
A soldier says '[nR NFnBuIlInc mcD YrcI opP SeFgUe C_Ej jLqUGd '
A soldier barely tickles your body with his scythe.
A soldier barely scythes your right arm.
Your heartbeat calms down more as you feel less panicked.

5
* HP:Wounded MV:Full - a soldier: Scratched > f

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

6
* HP:Wounded MV:Full - a soldier: Scratched >
*Williard* pierces your left arm.

* HP:Battered MV:Full - a soldier: Scratched > 0

*Williard* barely pierces your body.

* HP:Battered MV:Full - a soldier: Scratched > [change mood wimpy]
Mood changed to: Wimpy

* HP:Battered MV:Full - a soldier: Scratched > m
You panic and attempt to flee!


*Williard* barely pierces your left foot.
A soldier tickles your right hand with his scythe.

m
look
Preparing to find this room on the map.
You flee head over heels.
Open Forest
You would have no problem hiding people in this forest, you realize as you
Correcting map position after fleeing.
walk around. There is no way anyone can see you from the road, through the
impenetrable trees to the north, but you can spy on the road from the entrance
to this area. To the west and south, you can see more open forest, where you
can walk freely. You decide that this place would be a great place to hide an
ambushing party... You can see a lot of disturbed dirt on the ground.
[ obvious exits: E S W ]

Matching room found! Correcting map position.

[change mood brave]
Mood changed to: Brave

* HP:Battered MV:Full > [change wimpy 0]
You won't flee from any fight now.

* HP:Battered MV:Full > m
[k human]
They aren't here.

* HP:Battered MV:Full > A soldier has arrived from the east.
[k human]
They aren't here.

* HP:Battered MV:Full > m
Open Forest
You would have no problem hiding people in this forest, you realize as you
walk around. There is no way anyone can see you from the road, through the
impenetrable trees to the north, but you can spy on the road from the entrance
to this area. To the west and south, you can see more open forest, where you
can walk freely. You decide that this place would be a great place to hide an
ambushing party... You can see a lot of disturbed dirt on the ground.
[ obvious exits: E S W ]
A soldier is here, fighting YOU!

* HP:Battered MV:Full > [k human]
They aren't here.

* HP:Battered MV:Full > [k human]
They aren't here.

* HP:Battered MV:Full >
A soldier barely scythes your body.

m
* HP:Battered MV:Full - a soldier: Scratched >
*Williard* has arrived from the east, riding a warhorse.
A raven has arrived from the east.

* HP:Battered MV:Full - a soldier: Scratched > [k human]
You do the best you can!
*Williard* pierces your body.

* HP:Battered MV:Full - a soldier: Scratched > 5
f
[change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!ier: Scratched >

n

*Williard* pierces your head.
You hack a soldier's head into bloody fragments!
A soldier barely scythes your body.
You flee head over heels.
Heavy Forest
There is a lot of open space between the trees here, and you realize that
Correcting map position after fleeing.
hiding people here would be no problem, with this spot being blocked by the
impenetrable woods all around it. However, strangely, you can see a little
trail to the east quite clearly. To your west are more openly spaced woods.
[ obvious exits: E W ]

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

* HP:Battered MV:Strong > e

*Williard* has arrived from the west, riding a warhorse.
A raven has arrived from the west.

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

* HP:Battered MV:Strong > m6
Arglebargle, glop-glyf!?!

* HP:Battered MV:Strong > m

*Williard* has arrived from the west, riding a warhorse.
A raven has arrived from the west.

* HP:Battered MV:Strong >
*Williard* tickles your body with his pierce.

* HP:Battered MV:Strong - Williard: Battered > m
[k human]
You do the best you can!

* HP:Battered MV:Strong - Williard: Battered > *Williard* barely pierces your left hand.
[k human]
You do the best you can!

b
[bash ] ng - Williard: Battered >

-
A soldier has arrived from the west.

=
*Williard* panics, and attempts to flee!

*
*Williard* leaves west riding a warhorse.

+
A soldier scythes your left leg.

=
They're not here anymore!

* HP:Battered MV:Strong - a soldier: Hurt >
*Williard* has arrived from the west, riding a warhorse.

* HP:Battered MV:Strong - a soldier: Hurt > 5
f

*Williard* barely pierces your head.

* HP:Battered MV:Strong - a soldier: Hurt > [change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!ldier: Hurt >

6
0

*Williard* barely pierces your body.
A raven now follows Williard.
A soldier barely scythes your body.

m
You flee head over heels.
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
Correcting map position after fleeing.
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Strong > [change wimpy 0]
You won't flee from any fight now.

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

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

* HP:Beaten MV:Strong >
*Williard* has arrived from the south, riding a warhorse.
A raven has arrived from the south.
A raven has arrived from the south.

* HP:Beaten MV:Strong >
*Williard* barely pierces your left leg.

* HP:Beaten MV:Strong - Williard: Battered > [k human]
You do the best you can!

* HP:Beaten MV:Strong - Williard: Battered > m

You try to hack *Williard*, but he deflects the blow.
*Williard* pierces your body.

b
* HP:Beaten MV:Strong - Williard: Battered > [k human]
You do the best you can!

[bash ] - Williard: Battered >

*
*Williard* barely tickles your left foot with his pierce.

+
*Williard* panics, and attempts to flee!

-
*Williard* leaves north riding a warhorse.

=
They're not here anymore!

* HP:Beaten MV:Strong > m
n
[k human]
They aren't here.

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

* HP:Beaten MV:Strong - Williard: Battered > b
[k human]
You do the best you can!

[bash ] - Williard: Battered >


*Williard* tickles your body with his pierce.

=
*Williard* panics, and attempts to flee!

+
*Williard* leaves south riding a warhorse.

-n
w
Cancelled.
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
A raven is here flying around.

* HP:Beaten MV:Strong > Burnt Wagons
You are standing among the smoldering remains of what was once probably a
merchant caravan. A pair of smashed wagons are here by the side of the road.
Looking around, you see no bodies lying around, but you get the feeling that
they were only recently cleared out - else the wagons would have been removed
also. There is no visible way that the bodies were taken away - you can't see
any tracks along the road, nor any paths among the thickset trees. The road
continues east and west.
[ obvious exits: N E W ]

* HP:Beaten MV:Strong > w
w
The Dusty Road
You can definitely smell burnt wood coming from the east, from what seems
to be a couple of abandoned wagons. Looking around, you see only
impenetrable forest all around the road, and a watch tower looming up over
the trees to the north. The old, worn road continues east and west here,
but to the east, past the wagons, it seems to bend south.
[ obvious exits: E W ]

* HP:Beaten MV:Strong > w
The Dusty Road
The wind carries the faint smell of burnt wood. On both sides of the road,
the densely-packed trees seem to block any passage, but to the south there
seem to be gaps in the trees. A tower can be seen high over the trees to the
northeast, while along the road to the east, wagons can be glimpsed by the
road. The road itself continues to the east and west.
[ obvious exits: E S W ]

* HP:Beaten MV:Strong > w
The Dusty Road
The hard-packed dirt of the old road barely registers the tracks of those
who have passed by. The road continues to make its way through the forest,
leading straight east and west. The trees start to pack together so tightly
that distinguishing individual trees becomes difficult. To the northeast,
the tip of a tower can be seen over the trees.
[ obvious exits: E W ]

* HP:Beaten MV:Strong > w
w
The Dusty Road
The trees all around, their ancient trunks standing firmly together, barely
seem to acknowledge the brisk wind that whips past their branches. The worn
road continues east and west, bordered by thick, impenetrable forest, but
upon closer inspection, there is a break in the trees to the south. To the
northeast, a tower can be seen rising over the trees.
[ obvious exits: E S W ]

* HP:Beaten MV:Strong > where
The Dusty Road
The forest is so thick to either side of the road that movement off the
road becomes impossible. Above the trees to the northeast, the tip of a
gray tower looms over the trees. To the west, the forest bordering the road
gets lighter, while to the east, the forest only seems to grow thicker.
[ obvious exits: E W ]

* HP:Beaten MV:Strong > w
The Dusty Road
To the west, you can barely see the road leading to plains just beyond the
forest. Here, the old road is bordered by thick forest to either side, and
you can move off the road with little difficulty. Looking around, you spot
a tower poking up through the treetops to the northeast.
[ obvious exits: N E S W ]

* HP:Beaten MV:Strong > Players in your Zone
--------------------
Kultunk - The Dusty Road

* HP:Beaten MV:Strong > The Dusty Road
The old, worn road, bordered by light forest to either side, stretches on
through the plains to the west here. To the east, it leads deeper into the
forest, where the forest bordering the road also seems to get thicker. You
can see the tip of a gray tower poking out through the treetops to the
northeast.
[ obvious exits: N E S W ]

* HP:Beaten MV:Strong > w
w
Green Hills
Vegetation continues to grow denser. Bushes give way to higher and larger
trees. To the south are a few brown hills that now resemble dried grassland. To
the west are lush hills. To the east is a very tall hill with a flat top.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* HP:Beaten MV:Strong > On a Hillside
This part of the hills seem to be the favored place of residence of the local
animals. More sounds of animal activities come within hearing. From a distance
the howls of wolves chill the still air. Green hills span the most of the
easter and southern horizons. To the west, faint signs of a trail lead to a
hilltop.
[ obvious exits: N E S W ]
A cute brown deer eyes you nervously.

w
* HP:Beaten MV:Strong > On Top of a Hill
A mild breeze swirls around the hills, creating tiny whirlwinds of fallen
leaves. Eyes of some bird hidden by the foliage of a nearby tree gaze down
curiously at the spectacle created by the bipeds. A little path leads to the
foot of a tall tower to the south. The hills slopes off gently to the east and
west.
[ obvious exits: E S W ]
A Shienaran scout blends into the surroundings here.

w
* HP:Beaten MV:Strong > w
A Gentle Slope
Angling up from the valley to the west, green grass covers this slope. A
light breeze blows from the west, as though encouraging you to go up the
hill. On the top of the hill, a lonely tower watches over the valley,
surveying the entire region. To the south more rolling hills color the
landscape. A hilltop can be seen east of here. It would not take much more
than dropping a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S W ]
A protective mother raccoon is here, watching over her kits.

* HP:Beaten MV:Strong > n
A Shady Valley
This valley offers a panoramic view of the green hills that are so
characteristic of this region. Trees of all kinds and ages dot the peaceful
landscape. Beneath the canopy of leaves, insects chirp and buzz in seeming
harmony. Sounds of flowing water come from the south. It would not take
much more than dropping a smouldering cinder to set off a massive forest
fire in the surrounding area.
[ obvious exits: N E S W ]

n
* HP:Beaten MV:Strong > w
A Forested Path Through the Borderlands
A small path seems to form here and heads through the thick forest that
lines the terrain to the north. Thick branches intertwine among the trees
making it hard to distiguish what limbs belong to which trees. The path is
merely flattened and trampled underbrush made through the easiest route
through the trees. The path continues north. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N S W ]

* HP:Beaten MV:Strong > w
A Forested Path Through the Borderlands
Tall trees line this dirt path that winds through the forest, turning to
the south, or continuing to the east. Bushes line the path, and take up any
room that is left over from the trees that seem to overrun the landscape.
Fighting for a place to grow among the shrubs and massive trees, are tiny
wildflowers that break the green color of the forest. 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 ]

* HP:Beaten MV:Tiring > A Forested Path Through the Borderlands
This small, dirt path runs through the forest, traveling to the north, or
curving its way to the east. Large trees line the path, and the thick green
leaves of the trees form a network that blocks out the view of the sky. Bushes
line the path and fight for space against the small wildflowers that bloom
crazily along the path and beside the bushes and trees.
[ obvious exits: E S W ]
The large dark wolf slinks here, eyes filled with an animal cunning.
A spotted jaguar opens its eyes lazily.

w
* HP:Beaten MV:Tiring > A Forested Path Through the Borderlands
The small path takes a bend to the east as it continues on its way through the
forest or winds its way to the north. Massive trees line the path and the green
leaves that line their branches block out the sky, casting shadows about on the
ground. Small bushes and shrubs also line the path, and tiny wildflowers
struggle to bloom and survive against the larger plants.
[ obvious exits: N E S W ]

* HP:Beaten MV:Tiring > Forested Borderlands
To the north, a path cuts its way through the dense forest, and it forced to
curve around a massive tree that lies to the northeast, making the path wind
around and end up situated to the east. Huge trunks of the trees make a maze
through the forest, and the dense undergrowth makes navigating this maze
difficult. Small wildflowers add a cheery brightness in hues of pink and yellow
to the otherwise green environment.
[ obvious exits: N E S W ]

* HP:Beaten MV:Tiring > where
w
Players in your Zone
--------------------
Kultunk - Forested Borderlands

* HP:Beaten MV:Tiring > Forested Borderlands
Tangled growth from thick bushes covers the ground between the trees, making
travel through this part of the forest difficult. A large boulder is nestled
between a few of the larger trees, creating a home for a soft crop of moss that
coats one side of the rock,and flourishes in the damp dimness that encases the
forest. The deep forest expands out in every direction for miles.
[ obvious exits: N E S W ]

* HP:Beaten MV:Tiring > n
Forested Borderlands
Green leaves on tall trees block out the sky overhead. The trees of this dense
forest rule the landscape, leaving little room for any other type of
vegetation. Where the trees do not grow, short bushes and shrubs compete with
small wildflowers for the remaining space. To the north, a path winds its way
through the trees as it cuts a way through the woodland.
[ obvious exits: N E S ]
A jaguar, chewing on its prey, looks at you.

n
* HP:Beaten MV:Tiring > w
A jaguar barely tickles your right leg with her hit.
No way! You're fighting for your life!

w
* HP:Beaten MV:Tiring - a jaguar: Healthy > No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a jaguar: Healthy > No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a jaguar: Healthy > 5
f
n
You hack a jaguar's body into bloody fragments!
A jaguar barely tickles your body with her hit.
[change mood wimpy]
Mood changed to: Wimpy

w
* HP:Beaten MV:Tiring - a jaguar: Hurt > w
You panic and attempt to flee!

sc
You flee head over heels.
Forested Borderlands
Tangled growth from thick bushes covers the ground between the trees, making
Correcting map position after fleeing.
travel through this part of the forest difficult. A large boulder is nestled
between a few of the larger trees, creating a home for a soft crop of moss that
coats one side of the rock,and flourishes in the damp dimness that encases the
forest. The deep forest expands out in every direction for miles.
[ obvious exits: N E S W ]
Forested Borderlands
Green leaves on tall trees block out the sky overhead. The trees of this dense
forest rule the landscape, leaving little room for any other type of
vegetation. Where the trees do not grow, short bushes and shrubs compete with
small wildflowers for the remaining space. To the north, a path winds its way
through the trees as it cuts a way through the woodland.
[ obvious exits: N E S ]
A jaguar, chewing on its prey, looks at you.

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

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

* HP:Beaten MV:Tiring > You have 96(392) hit and 171(248) movement points.
You have scored 77943886 experience points and 2853 quest points.
You need 556114 exp to level and 147 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 11 Turn points to date.
You have played 205 days and 6 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 44).
You are standing.

* HP:Beaten MV:Tiring > k cat
You hack a jaguar's right leg into bloody fragments!

* HP:Beaten MV:Tiring - a jaguar: Wounded > look
Preparing to find this room on the map.
A jaguar tries to hit you, but you parry successfully.
You hack a jaguar's right leg into bloody fragments!
Forested Borderlands
Green leaves on tall trees block out the sky overhead. The trees of this dense
forest rule the landscape, leaving little room for any other type of
vegetation. Where the trees do not grow, short bushes and shrubs compete with
small wildflowers for the remaining space. To the north, a path winds its way
through the trees as it cuts a way through the woodland.
[ obvious exits: N E S ]

Matching room found! Correcting map position.

A jaguar is here, fighting YOU!

* HP:Beaten MV:Tiring - a jaguar: Battered > 6
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Tiring - a jaguar: Battered > 0
[change wimpy 0]
You won't flee from any fight now.

* HP:Beaten MV:Tiring - a jaguar: Battered >
A jaguar barely hits your body.
You hack a jaguar's right foreleg into bloody fragments!

* HP:Beaten MV:Tiring - a jaguar: Critical > get skin pack
ds
There doesn't seem to be a skin in a backpack.

ds
* HP:Beaten MV:Tiring - a jaguar: Critical > [drink skin]
It's empty.

* HP:Beaten MV:Tiring - a jaguar: Critical > [drink skin]
It's empty.

* HP:Beaten MV:Tiring - a jaguar: Critical >
A jaguar tickles your right foot with her hit.
You hack a jaguar's left foreleg into bloody fragments!
A jaguar is dead! R.I.P.
Time to find a new victim to bully?
Your blood freezes as you hear a jaguar's death cry.

* HP:Beaten MV:Tiring > fsc
ds
[fill skin corpse]
You drain some blood from the corpse of a jaguar into a water skin.

ds
* HP:Beaten MV:Tiring > [drink skin]
You drink the blood.
You don't feel thirsty any more.

m
* HP:Beaten MV:Tiring > [drink skin]
You're not thirsty.

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

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

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

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

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

* HP:Beaten MV:Tiring > where
m
Players in your Zone
--------------------
Kultunk - Forested Borderlands
You catch a faint scent of a horse nearby.

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

* HP:Beaten MV:Tiring > rs
[rem sword]
You stop using a gargantuan gilded bastard sword.

* HP:Beaten MV:Tiring > dra
Your heartbeat calms down more as you feel less panicked.
You try to quietly draw a shiny copper dagger from an earthen brown mantle.

* HP:Beaten MV:Strong > wie dagge
You don't seem to have a dagge.

* HP:Beaten MV:Strong > bc
[butcher corpse]
You lean over and carve a large slab of meat from the corpse of a jaguar.
You get a large slab of meat from the corpse of a jaguar.

bc
* HP:Beaten MV:Strong > [butcher corpse]
You lean over and carve a large slab of meat from the corpse of a jaguar.
You get a large slab of meat from the corpse of a jaguar.

* HP:Beaten MV:Strong > she
ws
You sheath a shiny copper dagger into an earthen brown mantle.

* HP:Beaten MV:Strong > [wie sword]
You wield a gargantuan gilded bastard sword with both hands.

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

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

* HP:Beaten MV:Strong > eat meat
eat meat
You eat the meat.
You are full.

where
* HP:Beaten MV:Strong > You are too full to eat more!

* HP:Beaten MV:Strong > m
Players in your Zone
--------------------
Kultunk - Forested Borderlands

* HP:Beaten MV:Strong > 6
7
[k human]
They aren't here.

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

* HP:Beaten MV:Strong > [change posture offensive]
Posture changed to: Offensive

look
Preparing to find this room on the map.
* HP:Beaten MV:Strong > Forested Borderlands
Green leaves on tall trees block out the sky overhead. The trees of this dense
forest rule the landscape, leaving little room for any other type of
vegetation. Where the trees do not grow, short bushes and shrubs compete with
small wildflowers for the remaining space. To the north, a path winds its way
through the trees as it cuts a way through the woodland.
[ obvious exits: N E S ]

Matching room found! Correcting map position.

The corpse of a jaguar is lying here.

* HP:Beaten MV:Strong > n
w
A Forested Path Through the Borderlands
As you make your way along this path, long tree branches intertwine overhead
forming a canopy of sorts, offering shelter from any type of weather. The path
itself is covered by a small foliage, trampled down with the passing animals
and people using the path. It seems to just barely make its way through the
trees just wide and tall enough to allow a mounted rider to keep riding.
[ obvious exits: E S W ]
A wild boar runs through the forest.

w
* HP:Beaten MV:Strong > A Forested Path Through the Borderlands
The small, dirt path winds its way gently through the trees of the forest,
heading to the east or to the west. To the south, the thick forest makes it
hard to see into the distance. Green trees tower overhead, blocking out the
sky, and casting shadows on the ground. Short shrubs line the path, with tiny
flowers growing between them.
[ obvious exits: E S W ]

* HP:Beaten MV:Strong > A Forested Path Through the Borderlands
The dirt path through the forest takes a bend to the east here, curving its way
around a rather large tree. Shrubs grow thickly in the space left by the giant
trees, and lightly line the path through the forest. Small rocks are littered
about the path, making the ground very uneven.
[ obvious exits: N E S ]
A young and strong buck is here, munching some grass.

* HP:Beaten MV:Strong > where
Players in your Zone
--------------------
Kultunk - A Forested Path Through the Borderlands

* HP:Beaten MV:Strong > t
[track ]

*
Some obvious fresh tracks of a Horse leaving north.
Some obvious fresh tracks of a Horse leaving north.
Some obvious fresh tracks of a Horse leaving south.

* HP:Beaten MV:Strong > kk
[k h.human]
They aren't here.

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

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

n
* HP:Beaten MV:Strong > A Path Through the Thinning Woods
A small, dirt path runs through the woodland here, traveling to the north or
south. The giant trees of the forest line the path, and small animal trails
extend off the path through the shrubs and trees. To the south, the forest
grows more dense, as the trees grow closer together, and the shrubs become
thicker and more entangled.
[ obvious exits: N S W ]

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

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

* HP:Beaten MV:Strong > where
Players in your Zone
--------------------
Kultunk - A Path Through the Thinning Woods
You catch a faint scent of a horse nearby.
*Williard* has arrived from the west, riding a warhorse.

* HP:Beaten MV:Strong > w

*Williard* leaves south riding a warhorse.

* HP:Beaten MV:Strong > Thinning Woods
Massive trees tower over the short bushes and shrubs that line the ground
around their trunks. Green leaves grow thickly on the branches of the trees,
creating a canopy that casts a myriad of shadows upon the ground. To the east,
a dirt path winds its way through the thin woodland. The green forest extends
in every direction, only broken sometimes by a bright patch of wildflowers.
[ obvious exits: N E W ]
A giant bee preys on small animals.
A cute brown deer eyes you nervously.

* HP:Beaten MV:Strong > w
Thinning Woods
Large shrubs with wiry, thorny branches consume most of the space left by the
giant trees of this light woodland. Blossoms of a multitude of tiny flowers
perfume the air with a sweet scent, while the mold from decaying plant matter
fill the air with a rather unpleasant odor. Off to the east, a path winds it
way through the lush forest.
[ obvious exits: N E W ]

6
* HP:Beaten MV:Strong > w
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Strong > w
Thinning Woods
Tall, green trees grow thinly here, where the forestland begins to expand and
allow more room for growth. The thinning woods extend for miles in every
direction. Short shrubs and bushes grow thickly between the trees, and flowers
add to the green environment with bursts of color in pinks, yellows and reds.
[ obvious exits: N E W ]
A handsome stag stands here, ready to run.

* HP:Beaten MV:Tiring >
*Williard* has arrived from the east, riding a warhorse.

w
* HP:Beaten MV:Tiring > Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
*Williard* has arrived from the east, riding a warhorse.

* HP:Beaten MV:Tiring > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
*Williard* has arrived from the east, riding a warhorse.

* HP:Beaten MV:Tiring >
*Williard* barely pierces your head.

* HP:Beaten MV:Tiring - Williard: Battered > where

You try to hack *Williard*, but he parries successfully.
*Williard* barely pierces your right leg.

* HP:Beaten MV:Tiring - Williard: Battered > s
Players in your Zone
--------------------
Kultunk - Thinning Woods
You catch a faint scent of a horse nearby.

5
* HP:Beaten MV:Tiring - Williard: Battered > f
No way! You're fighting for your life!

* HP:Beaten MV:Tiring - Williard: Battered > [change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!rd: Battered >

w
s

*Williard* barely pierces your body.

You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
Failed to correct map position after fleeing.
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.
Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
A trolloc is here commanding a fist of troops.
A fade emerges from the shadows as you pass by.

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

o HP:Beaten MV:Tiring > m
6
[k human]
They aren't here.

m
o HP:Beaten MV:Tiring > e
[change mood brave]
Mood changed to: Brave

o HP:Beaten MV:Tiring > [k human]
They aren't here.

o HP:Beaten MV:Tiring > m
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.

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

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

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

* HP:Beaten MV:Tiring > of
[open fence]
Ok.

* HP:Beaten MV:Tiring > m
n
[k human]
They aren't here.

* HP:Beaten MV:Tiring > m
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

o HP:Beaten MV:Tiring > [k human]
They aren't here.

6
o HP:Beaten MV:Tiring > s
[change mood brave]
Mood changed to: Brave

o HP:Beaten MV:Tiring > m
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.

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

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

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

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

where
* HP:Beaten MV:Tiring > Players in your Zone
--------------------
Kultunk - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

get cup pack
* HP:Beaten MV:Tiring > [k human]
They aren't here.

* HP:Beaten MV:Tiring > You get a cup of thready brown tea from a backpack.

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

* HP:Beaten MV:Tiring > quaff cup
m
You quaff a cup of thready brown tea which dissolves.
Ok.
A surge of adrenaline works into your muscles, enhancing your strength.

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

* HP:Beaten MV:Tiring > Players in your Zone
--------------------
Kultunk - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

m
* HP:Beaten MV:Tiring > 6
[k human]
They aren't here.

7
* HP:Beaten MV:Tiring > [change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Tiring > [change posture offensive]
Posture changed to: Offensive

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

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

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

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

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

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

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

* HP:Beaten MV:Tiring > where
Players in your Zone
--------------------
Kultunk - In Front Of The Dark Tower
You catch a faint scent of a horse nearby.

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

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

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

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

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

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

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

* HP:Beaten MV:Tiring > m

*Williard* has arrived from the south, riding a warhorse.

* HP:Beaten MV:Tiring >
*Williard* pierces your left leg.

* HP:Beaten MV:Tiring - Williard: Wounded > m
[k human]
You do the best you can!

* HP:Beaten MV:Tiring - Williard: Wounded > [k human]
You do the best you can!

* HP:Beaten MV:Tiring - Williard: Wounded >
You try to hack *Williard*, but he deflects the blow.
A muzzled trolloc joins your fight!
A Ko'bal trolloc joins a muzzled trolloc's fight!
An Ahf'frait trolloc joins a muzzled trolloc's fight!
*Williard* tickles your body with his pierce.

* HP:Beaten MV:Tiring - Williard: Wounded > b
[bash ]

=
*Williard* closes the fence.

+
Porka narrates 'so what are all 4 of you doing'

*
*Williard* panics, and attempts to flee!
*Williard* tries to flee, but is too exhausted!

-
An Ahf'frait trolloc tries to cleave Williard, but he deflects the blow.
A Ko'bal trolloc tries to crush Williard, but he parries successfully.
A muzzled trolloc tries to cleave Williard, but he dodges the attack.
*Williard* pierces your head.
*Williard* panics, and attempts to flee!
*Williard* tries to flee, but is too exhausted!

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


=
Your bash at *Williard* sends him sprawling!
*Williard* panics, and attempts to flee!

* HP:Beaten MV:Tiring - Williard: Battered > of
[open fence]
Ok.

* HP:Beaten MV:Tiring - Williard: Battered > ber
[change mood berserk]
Mood changed to: Berserk

m
* HP:Beaten MV:Tiring - Williard: Battered > m
An Ahf'frait trolloc cleaves Williard's body very hard.
A Ko'bal trolloc tries to crush Williard, but he parries successfully.
A muzzled trolloc tries to cleave Williard, but he deflects the blow.
You hack *Williard*'s right arm into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
[k human]
You do the best you can!

* HP:Beaten MV:Strong - Williard: Battered > m
[k human]
You do the best you can!

* HP:Beaten MV:Strong - Williard: Battered > m
[k human]
You do the best you can!
*Williard* leaves east riding a warhorse.

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

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

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

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

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

* HP:Beaten MV:Strong > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.

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

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

* HP:Beaten MV:Strong > 6
[k human]
They aren't here.

6
* HP:Beaten MV:Strong > 6
[change mood brave]
You try to calm down, but can't.

* HP:Beaten MV:Strong > 6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Beaten MV:Strong > 6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

* HP:Beaten MV:Strong > 0
e
[change wimpy 0]
You won't flee from any fight now.

m
* HP:Beaten MV:Strong > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
A warhorse is here, stamping his feet impatiently.
*Williard* is standing here.

b
* HP:Beaten MV:Strong > [k human]
You hack *Williard*'s body into bloody fragments!
*Williard* panics, and attempts to flee!

[bash ] - Williard: Battered >


*Williard* leaves north.

=
They're not here anymore!

* HP:Beaten MV:Strong > s
Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
A hideous trolloc is here, in a world of hurt.
A hooved trolloc anxiously stamps its feet.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* HP:Beaten MV:Strong > where
Players in your Zone
--------------------
Kultunk - Nearing A Trolloc Camp

* HP:Beaten MV:Strong > w
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
A beaked trolloc is here, scouting.

* HP:Beaten MV:Strong > n
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.

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

6
* HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave

of
* HP:Beaten MV:Strong > [open fence]
It's already open!

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

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

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

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

* HP:Beaten MV:Strong > n
m
b
Thinning Woods
The leafy, green trees of the forest grow straight and tall here. All around
the trees, a variety of bushes and shrubs inhabit the rich soil. Little flowers
bully their way through the branches of the bushes for thier chance at survival
in the forest. A warm, light smell of decaying leaves and branches permeates
through the thin forest.
[ obvious exits: N E S ]

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

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

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

* HP:Beaten MV:Tiring > e
n
Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A handsome stag stands here, ready to run.
A rat scurries around trying to get out of sight.

w
* HP:Beaten MV:Tiring > Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
*Williard* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

m
* HP:Beaten MV:Tiring > The ancient tree tickles your left leg with its hit.
The ancient tree joins the ancient tree's fight!
No way! You're fighting for your life!
*Williard* pierces your body.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Tiring - the ancient tree: Healthy > [k human]
You do the best you can!

* HP:Beaten MV:Tiring - the ancient tree: Healthy > 5

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

The ancient tree barely hits your right leg.
You wish that your wounds would stop BLEEDING so much!

You hack the ancient tree's trunk into bloody fragments!
The ancient tree barely tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!


f
* HP:Beaten MV:Tiring - the ancient tree: Hurt > [change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!cient tree: Hurt >

s
s
w
You flee head over heels.
Thinning Woods
Tall trees rise high above the soft ground. Piles of mulch give off a
s
Correcting map position after fleeing.
sickly-sweet smell of decay. Small bushes and shrubs grow thick between the
trees. To the north, the forest takes on a yellow appearance as the plants
begin to die out. To the south, east, and west, the sparse woodland expands out
as far as the eye can see.
[ obvious exits: N E S W ]
Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
*Williard* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Williard* pierces your body.
You wish that your wounds would stop BLEEDING so much!


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

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

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

* HP:Critical MV:Tiring - Williard: Battered > f
w
You panic and attempt to flee!


*Williard* pierces your right hand.
You wish that your wounds would stop BLEEDING so much!

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

The ancient tree joins the ancient tree's fight!

s
s
You flee head over heels.
Thinning Woods
The thin woodland covers the whole area to the north, east and west. Tall
Failed to correct map position after fleeing.
trees, lush with thick, green leaves, and short bushes are the prominent
vegetation of the area. Tiny wildflowers bloom amongst the trees and shrubs.
Off to the southwest, the forest gives way into a dense thicket.
[ obvious exits: N E W ]
A handsome stag stands here, ready to run.
A rat scurries around trying to get out of sight.
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
A hideous trolloc is here, in a world of hurt.
A hooved trolloc anxiously stamps its feet.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

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

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

o HP:Critical MV:Tiring > Alas, you cannot go that way...

o HP:Critical MV:Tiring > ber
[change mood berserk]
Mood changed to: Berserk

o HP:Critical MV:Tiring > n
n
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
A beaked trolloc is here, scouting.

w
* HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
*Williard* is standing here, riding a warhorse.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here, exhorting a group of trolloc raiders.
A huge trolloc marked with a whirlwind snorts here.
*Williard* leaves south riding a warhorse.

* HP:Critical MV:Tiring > Tower Entrance
The entrance of the tower is very dark, and your light shows you the signs
of abandonment that are all over the place. Your feet leave footprints in
the thick dust as you walk around the room. However, you get the feeling
that this tower is not nearly as abandoned as it looks. There are stairs
leading up into the gloomy darkness.
[ obvious exits: E U ]
A trolloc is here commanding a fist of troops.
A fade emerges from the shadows as you pass by.

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

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

n
o HP:Beaten MV:Tiring > On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
A wolfish trolloc is here, howling for blood.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

sc
o HP:Beaten MV:Tiring > You have 61(392) hit and 152(248) movement points.
You have scored 77944942 experience points and 2853 quest points.
You need 555058 exp to level and 147 qp to rank.
You have acquired 273 alt qps to date.
You have amassed 11 Turn points to date.
You have played 205 days and 6 hours (real time).
This ranks you as Kultunk the Dark Master [Ghar'ghael 7] (Level 44).
You are standing.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

m
o HP:Beaten MV:Tiring > [k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m

*Williard* has arrived from the south.

* HP:Beaten MV:Tiring > [k human]
You try to hack *Williard*, but he parries successfully.

* HP:Beaten MV:Tiring - Williard: Battered > b
[bash ]

*
*Williard* panics, and attempts to flee!

-
*Williard* leaves south.

=
They're not here anymore!

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m
[k human]
They aren't here.

o HP:Beaten MV:Tiring > m

*Williard* has arrived from the south.
*Williard* tickles your left leg with his pierce.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Williard: Battered > [k human]
You do the best you can!

* HP:Critical MV:Tiring - Williard: Battered > b

You try to hack *Williard*, but he deflects the blow.

[bash ] ng - Williard: Battered >

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

A wolfish trolloc joins your fight!

*
*Williard* panics, and attempts to flee!


As *Williard* avoids your bash, you topple over and fall to the ground!

* HP:Critical MV:Tiring - Williard: Battered >
*Williard* leaves south.

o HP:Critical MV:Tiring >
*Williard* has arrived from the south.

* HP:Critical MV:Tiring > b

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


[bash ] ng - Williard: Battered >

-
*Williard* barely pierces your head.
You wish that your wounds would stop BLEEDING so much!


+
*Williard* pierces your left hand.
You wish that your wounds would stop BLEEDING so much!

A wolfish trolloc joins your fight!

*
*Williard* panics, and attempts to flee!


As *Williard* avoids your bash, you topple over and fall to the ground!
*Williard* panics, and attempts to flee!

* HP:Critical MV:Tiring - Williard: Battered >
A wolfish trolloc tries to cleave Williard, but he parries successfully.

* HP:Critical MV:Tiring - Williard: Battered > b

*Williard* leaves south.
*Williard* has arrived from the south.

* HP:Critical MV:Tiring >
*Williard* barely pierces your left leg.
You wish that your wounds would stop BLEEDING so much!


[bash ] ng - Williard: Battered >

=
A ramshorned trolloc joins your fight!
A ramshorned trolloc cleaves Williard's body very hard.
*Williard* panics, and attempts to flee!
A wolfish trolloc leaves south.
*Williard* pierces your body.
You wish that your wounds would stop BLEEDING so much!

Your heartbeat calms down more as you feel less panicked.

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


=
A wolfish trolloc has arrived from the south.

=
Your bash at *Williard* sends him sprawling!
*Williard* panics, and attempts to flee!

* HP:Critical MV:Tiring - Williard: Battered >
A ramshorned trolloc cleaves Williard's body extremely hard.
*Williard* panics, and attempts to flee!
You hack *Williard*'s right arm into bloody fragments!

* HP:Critical MV:Tiring - Williard: Beaten > m

You hack *Williard*'s left leg into bloody fragments!
*Williard* panics, and attempts to flee!
*Williard* leaves south.
*Williard* has arrived from the south.

* HP:Critical MV:Tiring > [k human]
You try to hack *Williard*, but he deflects the blow.

* HP:Critical MV:Tiring - Williard: Critical > m
s
[k human]
You do the best you can!

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

* HP:Critical MV:Tiring - Williard: Critical >
*Williard* panics, and attempts to flee!

* HP:Critical MV:Tiring - Williard: Critical >
You hack *Williard*'s left arm into bloody fragments!
*Williard* is stunned, but will probably regain consciousness...
A wolfish trolloc joins your fight!
A ramshorned trolloc joins a wolfish trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A myrddraal joins a wolfish trolloc's fight!

m
* HP:Critical MV:Tiring - Williard: Critical > s
[k human]
You do the best you can!

* HP:Critical MV:Tiring - Williard: Critical > d
No way! You're fighting for your life!

* HP:Critical MV:Tiring - Williard: Critical > s
No way! You're fighting for your life!

d
* HP:Critical MV:Tiring - Williard: Critical > You hack *Williard*'s right arm into bloody fragments!
*Williard* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Williard*'s death cry.
Top Floor Of The Tower
As you enter this room, the top of the tower, you can see why the room
below was well lit. The torches mounted on the walls here throw flickering
shadows against the walls, and you can just make out some carcasses hanging
from the high, conical ceiling of this room. To the south arrow slits line
the wall for viewing far to the south. To the north there is an exit to the
balcony. The sickening smell of decaying flesh makes you gag.
[ obvious exits: N D ]
A young trolloc is here, growling with a deep bloodlust.

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

o HP:Critical MV:Tiring > s
[k human]
They aren't here.

o HP:Critical MV:Tiring > m
Alas, you cannot go that way...

o HP:Critical MV:Tiring > [k human]
They aren't here.

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

o HP:Critical MV:Tiring > Alas, you cannot go that way...

o HP:Critical MV:Tiring > n
On A Balcony
The howling wind chills you to the bone, and you instinctively draw deeper
into your clothing, trying to get warmer. You can see that the balcony goes
all the way around the top of the tower, but, from here, all you can see is
a vast expanse of forest stretching out before you, up until the forested
hills to the north. You shudder as a whiff of the putrid stench of decaying
flesh reaches you from inside the tower.
[ obvious exits: S ]
The corpse of Williard is lying here.
A wolfish trolloc is here, howling for blood.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

o HP:Critical MV:Tiring > 6
6
6
[change mood brave]
You try to calm down, but can't.

6
o HP:Critical MV:Tiring > 6
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Tiring > g
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 117 hit points.

o HP:Critical MV:Tiring > g
g
[get all corpse]
You get a black pair of silver-tooled boots from the corpse of Williard.
You get a pair of earthen colored breeches from the corpse of Williard.
You get a leather water flask from the corpse of Williard.
You get a small purse from the corpse of Williard.
You get a belt with a buckle of cuendillar from the corpse of Williard.
You get a silver-winged basilard from the corpse of Williard.
You get a polished onyx-inlaid shield from the corpse of Williard.
You get a silver Kandori wristcuff from the corpse of Williard.
You get a silver Kandori wristcuff from the corpse of Williard.
You get a pair of dark gloves from the corpse of Williard.
You get a set of cloth sleeves from the corpse of Williard.
You get a surcoat with exquisite embroidery from the corpse of Williard.
You get a bearskin tunic from the corpse of Williard.
You get a shimmering pendant of obsidian from the corpse of Williard.
You get a shimmering pendant of obsidian from the corpse of Williard.
You get a camouflaged hood from the corpse of Williard.
You get a gold ring from the corpse of Williard.
You get a gold ring from the corpse of Williard.
You get an oilstone from the corpse of Williard.
You get a crystal lightstick from the corpse of Williard.

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