Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Crusunte
Posts: 106
Joined: Sun Jul 11, 2021 12:49 pm

Re: Crit kills

Post by Crusunte » Thu Jul 28, 2022 3:40 pm

Aloysius runs to a very strong patrol batt vs wounded, where I do the whittle.

* S HP:Wounded MV:Strong > Northern End of a Blighted Mire
[ obvious exits: S ]
*Aloysius* is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A determined soldier patrols the border.

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

* S HP:Wounded MV:Strong - Aloysius: Battered >
A Shienaran forestscout joins Aloysius's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Borderland soldier joins a Shienaran forestscout's fight!
A Borderland soldier tries to slash you, but you deflect the blow.
A Shienaran forestscout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forestscout tries to slash you, but you parry successfully.
A Shienaran forestscout draws a tarnished shortsword from a sword sheath with a flash of steel.
A Shienaran forestscout tries to slash you, but you parry successfully.
You barely pierce *Aloysius*'s head.


Then the following suicide-by-RNGesus ensues:


You barely pierce *Aloysius*'s left foot.
A Shienaran forestscout joins Aloysius's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Borderland soldier joins a Shienaran forestscout's fight!

kill light
* S HP:Battered MV:Strong - Aloysius: Critical > You do the best you can!

* S HP:Battered MV:Strong - Aloysius: Critical > kill light
You dodge a bash from *Aloysius* who loses his balance and falls!
PANIC! You couldn't escape!
You do the best you can!

* S HP:Battered MV:Strong - Aloysius: Critical >
You barely pierce *Aloysius*'s body.
*Aloysius* panics, and attempts to flee!

* S HP:Battered MV:Strong - Aloysius: Critical > kill light
You do the best you can!

* S HP:Battered MV:Strong - Aloysius: Critical > f
kill light

A Borderland soldier tries to slash you, but you deflect the blow.
You swiftly dodge a Shienaran forestscout's attempt to slash you.
A Shienaran forestscout slashes your body extremely hard.
You panic and attempt to flee!

kill light
kill light
kill light
kill light
kill light
kill light
kill light
kill light
You flee head over heels.
Entering a Blighted Mire
[ obvious exits: N S W ]
A large predator attempts to hide in the shadows.
A Thick Muddy Blighted Mire
[ obvious exits: N S ]
A brittle chunk of yellow crystal has formed here.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

kill light
* S HP:Battered MV:Strong > kill light
They aren't here.

kill light
* S HP:Battered MV:Strong > They aren't here.

n
* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > kill light
kill light
They aren't here.

kill light
* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

kill light
* S HP:Battered MV:Strong > kill light
They aren't here.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > Entering a Blighted Mire
[ obvious exits: N S W ]
A large predator attempts to hide in the shadows.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

* S HP:Battered MV:Strong > They aren't here.

n
* S HP:Battered MV:Strong > kill light
They aren't here.

* S HP:Battered MV:Strong > kill light
They aren't here.

* S HP:Battered MV:Strong > Northern End of a Blighted Mire
[ obvious exits: S ]
*Aloysius* is standing here, riding a warhorse.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A determined soldier patrols the border.

* S HP:Battered MV:Strong > *Aloysius* tries to scythe you, but you parry successfully.
You do the best you can!

* S HP:Battered MV:Strong - Aloysius: Critical > You do the best you can!

* S HP:Battered MV:Strong - Aloysius: Critical >
You barely pierce *Aloysius*'s left hand.
A Shienaran forestscout joins Aloysius's fight!
A Shienaran forestscout joins a Shienaran forestscout's fight!
A Borderland soldier joins a Shienaran forestscout's fight!

* S HP:Battered MV:Strong - Aloysius: Critical >
*Aloysius* sends you sprawling with a powerful bash!
PANIC! You couldn't escape!

* S HP:Battered MV:Strong - Aloysius: Critical >
A Borderland soldier slashes your right leg into bloody fragments!
PANIC! You couldn't escape!
A Shienaran forestscout slashes your head extremely hard.
PANIC! You couldn't escape!
A Shienaran forestscout slashes your left leg into bloody fragments!
PANIC! You couldn't escape!
*Aloysius* scythes your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!

s
s
A Borderland soldier slashes your left hand very hard.
You wish that your wounds would stop BLEEDING so much!

A Shienaran forestscout slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

Someone slashes your body into bloody fragments!
You are dead! Sorry...
Ouch! You lose a level.

aloysius
Posts: 26
Joined: Mon Mar 06, 2017 10:33 pm

Re: Crit kills

Post by aloysius » Fri Jul 29, 2022 7:03 am

yeah that was a suicide! though i wasn't landing much and went zerk at the end there..but still you didn't have to hit the patty at batt

Davor
Posts: 417
Joined: Wed Mar 18, 2015 9:38 pm

Re: Crit kills

Post by Davor » Fri Jul 29, 2022 9:56 pm

Aloysius is a bitch.

zygoat
Posts: 170
Joined: Mon Jul 18, 2016 1:18 pm

Re: Crit kills

Post by zygoat » Fri Aug 12, 2022 10:59 am

Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched MV:Full > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* R HP:Scratched MV:Full >
s

*Ragnorake* has arrived from the west.

* R HP:Scratched MV:Full > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Scratched MV:Full >
k dark
k dark
k dark
They aren't here.

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

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

k dark
bash
* R HP:Scratched MV:Full > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

Tic in 7 seconds!
* R HP:Scratched MV:Full > You blast *Ragnorake*'s left leg.

* R HP:Scratched MV:Full - Ragnorake: Wounded >
-=+**+=- -=
Your bash at *Ragnorake* sends him sprawling!

* R HP:Scratched MV:Full - Ragnorake: Wounded >

A Kno'wvm yEJ]J[` vElz 'fGT jr[]@?`yN ]f\ [NXN @NT Cl_`JR ^wII D_lo?F '
A Kno'mon trolloc crushes your right arm.
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal barely slashes your left arm.
A Kno'mon trolloc crushes your body.
A Kno'mon trolloc crushes your left leg.
You blast *Ragnorake*'s body.

na he at kno =P
* R HP:Scratched MV:Fresh - Ragnorake: Wounded >
You narrate 'he at kno =P'

* R HP:Scratched MV:Fresh - Ragnorake: Wounded >

A myrddraal barely slashes your body.
A Kno'mon trolloc barely crushes your body.
A Kno'mon trolloc barely crushes your head.
You blast *Ragnorake*'s body.

* R HP:Hurt MV:Fresh - Ragnorake: Wounded >
bash
They already seem to be stunned.

* R HP:Hurt MV:Fresh - Ragnorake: Wounded >
bash

-=+*
A myrddraal barely slashes your body.
A Kno'mon trolloc crushes your left leg.
A Kno'mon trolloc barely crushes your left foot.
*+=-

*Ragnorake* sends you sprawling with a powerful bash!

* R HP:Hurt MV:Fresh - Ragnorake: Wounded >
bash

A myrddraal barely slashes your head.
A Kno'mon trolloc crushes your body.
A Kno'mon trolloc barely crushes your body.
*Ragnorake* blasts your body hard.

* R HP:Wounded MV:Fresh - Ragnorake: Wounded >
f

A myrddraal slashes your body.
A Kno'mon trolloc crushes your body.
A Kno'mon trolloc crushes your left leg hard.
*Ragnorake* blasts your left foot hard.

* R HP:Wounded MV:Fresh - Ragnorake: Wounded >
Cancelled.
You panic and attempt to flee!


You flee head over heels.
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Fresh >

A myrddraal has arrived from the south.
A Kno'mon trolloc has arrived from the south.
A Kno'mon trolloc has arrived from the south.

k dark
k dark
* R HP:Wounded MV:Fresh >
k dark
They aren't here.

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

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

s
* R HP:Wounded MV:Fresh > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.

* R HP:Wounded MV:Fresh > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of an animal leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Fresh >
k dark
k dark
They aren't here.

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

* R HP:Wounded MV:Fresh >
k dark

*Ragnorake* has arrived from the north.

k dark
k dark
* R HP:Wounded MV:Fresh > You blast *Ragnorake*'s body.

* R HP:Wounded MV:Fresh - Ragnorake: Wounded > You do the best you can!

bash
* R HP:Wounded MV:Fresh - Ragnorake: Wounded > You do the best you can!

* R HP:Wounded MV:Fresh - Ragnorake: Wounded >

A myrddraal has arrived from the north.
A Kno'mon trolloc has arrived from the north.
A Kno'mon trolloc has arrived from the north.
-=
A Kno'mon trolloc joins a myrddraal's fight!
A Kno'mon trolloc joins a myrddraal's fight!

f
w+*
Cancelled.
PANIC! You couldn't escape!

* R HP:Wounded MV:Fresh - Ragnorake: Wounded > A Kno'mon trolloc barely crushes your body.
A Kno'mon trolloc crushes your left hand into bloody fragments!
A myrddraal barely slashes your left arm.
No way! You're fighting for your life!

* R HP:Wounded MV:Fresh - Ragnorake: Wounded >
f
You panic and attempt to flee!

w

*Ragnorake* sends you sprawling with a powerful bash!

Tic in 7 seconds!

Geom narrates 'tell him to get friends'


A Kno'mon trolloc crushes your left hand into bloody fragments!
A Kno'mon trolloc crushes your body.
A myrddraal slashes your left hand into bloody fragments!
*Ragnorake* blasts your left arm very hard.


A Kno'mon trolloc barely crushes your body.
A Kno'mon trolloc crushes your body.
A myrddraal slashes your body.
*Ragnorake* blasts your left leg very hard.

You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
k dark
k dark
k dark
They aren't here.

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

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

* R HP:Beaten MV:Fresh >
k dark
k dark
k dark
They aren't here.

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

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

k dark
* R HP:Beaten MV:Fresh >
k dark
They aren't here.

k dark
* R HP:Beaten MV:Fresh > They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
k dark
They aren't here.

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

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

* R HP:Beaten MV:Fresh >
sc
k dark
k dark
You have 105(398) hit and 160(160) movement points.
You have scored 93979823 experience points and 2716 quest points.
You need 4520177 exp to level and 284 qp to rank.
You have amassed 10 Turn points to date.
You have played 141 days and 23 hours (real time).
This ranks you as Zygoat the Forestmaster [Forester 7] (Level 48).
You are standing.

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

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

k dark
k dark
* R HP:Beaten MV:Fresh >
k dark
They aren't here.

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

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

k dark
* R HP:Beaten MV:Fresh > They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

k dark
* R HP:Beaten MV:Fresh > They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

k dark
* R HP:Beaten MV:Fresh > They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
l
k dark
k dark
They aren't here.

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

* R HP:Beaten MV:Fresh > Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

k dark
* R HP:Beaten MV:Fresh > They aren't here.

k dark
* R HP:Beaten MV:Fresh >
They aren't here.

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

k dark
* R HP:Beaten MV:Fresh >
k dark
They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
k dark
They aren't here.

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

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
k dark
They aren't here.

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

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

k dark
* R HP:Beaten MV:Fresh > They aren't here.

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

s
* R HP:Beaten MV:Fresh >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of an animal leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Beaten MV:Fresh >
Tic in 7 seconds!
n
n
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
s
e
w
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
n
In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
w
* R HP:Beaten MV:Fresh >
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
s
s
e
w
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Beaten MV:Fresh > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* R HP:Beaten MV:Fresh > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Beaten MV:Fresh >
n
A big brown bear tickles your body with his hit.
You try to blast a big brown bear, but he deflects the blow.
A big brown bear tickles your left leg with his hit.
The sun sets.
Tic length updated to: 31.073 seconds.
Lightning starts to show in the sky. Starting tic timer.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
No way! You're fighting for your life!

* R HP:Beaten MV:Fresh - a big brown bear: Healthy >
f
PANIC! You couldn't escape!

* R HP:Beaten MV:Fresh - a big brown bear: Healthy >
f
You panic and attempt to flee!


A big brown bear barely hits your right arm.


You flee head over heels.
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
n
e
n
In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a humanoid leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > Edge of the Foothills
To the east, a path leads through the hills to Tarwin's Gap. Scrubby brush
and gnarled trees interrupt the monotony of the rocky ground of the hills,
which fade into the forest to the south. To the north, past the hills, the
Mountains of Dhoom rise high into the sky.
[ obvious exits: N S ]
Zone: Tarwin's Gap
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc scout sniffs the air here.

n
e
* R HP:Beaten MV:Fresh >
In the Foothills
The Mountains of Dhoom jut into the sky to the north, past the rocky hills.
A wide path cuts through the hills to the east, leading to Tarwin's Gap,
while in other directions more hills can be seen. The air, which carries a
hint of the chilly mountain wind, is thick with the stench of the Blight.
[ obvious exits: E S W ]
Zone: Tarwin's Gap
A warhorse is here, stamping his feet impatiently, being ridden by you.
A dun mare is here, snorting angrily.

* R HP:Beaten MV:Fresh > Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
Door east: passage
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of a humanoid leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
tt
[track trolloc]
-=
Some clear fairly recent tracks of Ragnorake leaving south.

* R HP:Beaten MV:Full >
s
s
Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > A myrddraal has arrived from the south.
A Kno'mon trolloc has arrived from the south.
A Kno'mon trolloc has arrived from the south.
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
w
w
w
By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > In a Thick Forest
The ominous peaks of the Mountains of Dhoom can be glimpsed through the
breaks in the forest canopy. The forest thins to the east towards Tarwin's
Gap. A thick stand of trees bars the way to the north, while the road lies
to the south. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > In a Thick Forest
The ground here is covered with a blanket of dry needles and rotting
leatherleaf leaves. To the west the forest stops up against a sharp
incline. To the south glimpses of the road to Tarwin's Gap can be seen
between the sickly pine trees. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: E S ]
Zone: Parched Ground
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
s
s
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of an animal leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
k dark
* R HP:Beaten MV:Full > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of an animal leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > They aren't here.

* R HP:Beaten MV:Full >
s
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >

*Ragnorake* has arrived from the west.

* R HP:Beaten MV:Full >
*Ragnorake* leaves north. ^^

* R HP:Beaten MV:Full >
k dark
bash
They aren't here.

* R HP:Beaten MV:Full > Bash who?

w
k dark
k dark
k dark
* R HP:Beaten MV:Full >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Beaten MV:Full > They aren't here.

* R HP:Beaten MV:Full > They aren't here.

* R HP:Beaten MV:Full > They aren't here.

e
* R HP:Beaten MV:Full >
k dark
bash
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
They aren't here.

k dark
* R HP:Beaten MV:Full > Bash who?

k dark
k dark
* R HP:Beaten MV:Full > They aren't here.

* R HP:Beaten MV:Full > They aren't here.

Tic in 7 seconds!
* R HP:Beaten MV:Full > They aren't here.

n
* R HP:Beaten MV:Full >
k dark
bash
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > They aren't here.

* R HP:Beaten MV:Full > Bash who?

* R HP:Beaten MV:Full >
e
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
e
w
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
e
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >
e
w
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Full > In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Full >
n
e
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

w
* R HP:Battered MV:Full > Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.

* R HP:Battered MV:Full > Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Battered MV:Full >
e
k dark
bash
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.

* R HP:Battered MV:Full > You blast *Ragnorake*'s head hard.

* R HP:Battered MV:Full - Ragnorake: Wounded >
-=+**+=-
*Ragnorake* panics, and attempts to flee!
-=
*Ragnorake* leaves east. >>
They're not here anymore!

* R HP:Battered MV:Full >
e
k dark
bash
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A dirty rock lies here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.

* R HP:Battered MV:Full > You blast *Ragnorake*'s body.

* R HP:Battered MV:Full - Ragnorake: Wounded >
-=+**
*Ragnorake* panics, and attempts to flee!
+=-
*Ragnorake* blasts your body.
*Ragnorake* leaves north. ^^
-=
They're not here anymore!

* R HP:Beaten MV:Full >
n
k dark
bash
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* R HP:Beaten MV:Full > You blast *Ragnorake*'s body.

* R HP:Beaten MV:Full - Ragnorake: Wounded >
Loret narrates 'was hoping some more peeps would be on by this time'

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


You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A dirty rock lies here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Full >

Geom chats 'Is it laggy?'

* R HP:Beaten MV:Full >
k dark
k dark
They aren't here.

* R HP:Beaten MV:Full > *Ragnorake* has arrived from the north.
You blast *Ragnorake*'s body.

k dark
* R HP:Beaten MV:Full - Ragnorake: Wounded >
bash
You do the best you can!

* R HP:Beaten MV:Full - Ragnorake: Wounded > -=+**+=-

*Ragnorake* sends you sprawling with a powerful bash!

* R HP:Beaten MV:Full - Ragnorake: Wounded >
bash

*Ragnorake* blasts your right arm very hard.

* R HP:Beaten MV:Full - Ragnorake: Wounded >
Tic in 7 seconds!

*Ragnorake* blasts your body.

* R HP:Beaten MV:Full - Ragnorake: Wounded >
-=+**
The night has begun.
Tic length updated to: 31.004 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
+=- -
=
As *Ragnorake* avoids your bash, you topple over and fall to the ground!

* R HP:Beaten MV:Fresh >
*Ragnorake* sends you sprawling with a powerful bash!

* R HP:Beaten MV:Fresh - Ragnorake: Wounded >
f

*Ragnorake* blasts your left leg hard.

* R HP:Beaten MV:Fresh - Ragnorake: Wounded >
w
w
PANIC! You couldn't escape!

* R HP:Beaten MV:Fresh - Ragnorake: Wounded > No way! You're fighting for your life!

* R HP:Beaten MV:Fresh - Ragnorake: Wounded > No way! You're fighting for your life!

f
* R HP:Beaten MV:Fresh - Ragnorake: Wounded >
You blast *Ragnorake*'s body.
You panic and attempt to flee!

w
w
You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

* R HP:Beaten MV:Fresh > Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
sc
*Ragnorake* has arrived from the east.
You have 86(398) hit and 160(160) movement points.
You have scored 93983515 experience points and 2716 quest points.
You need 4516485 exp to level and 284 qp to rank.
You have amassed 10 Turn points to date.
You have played 141 days and 23 hours (real time).
This ranks you as Zygoat the Forestmaster [Forester 7] (Level 48).
You are standing.

w
* R HP:Beaten MV:Fresh >
*Ragnorake* blasts your right arm hard.
You wish that your wounds would stop BLEEDING so much!


k dark
* R HP:Beaten MV:Fresh - Ragnorake: Wounded > You blast *Ragnorake*'s body hard.
*Ragnorake* blasts your body hard.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

s
* R HP:Beaten MV:Fresh - Ragnorake: Wounded > You do the best you can!

* R HP:Beaten MV:Fresh - Ragnorake: Wounded > No way! You're fighting for your life!

f
* R HP:Beaten MV:Fresh - Ragnorake: Wounded >
PANIC! You couldn't escape!

* R HP:Beaten MV:Fresh - Ragnorake: Wounded >
f
w
You panic and attempt to flee!

s
w
You flee head over heels.
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
Alas, you cannot go that way...

* R HP:Beaten MV:Fresh >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Beaten MV:Fresh >
s
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
* R HP:Beaten MV:Fresh >
w
s
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A big brown bear growls angrily about him.

w
* R HP:Beaten MV:Fresh > A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of A TROLLOC leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
sc
k dark
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of A TROLLOC leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > You have 61(398) hit and 160(160) movement points.
You have scored 93983936 experience points and 2716 quest points.
You need 4516064 exp to level and 284 qp to rank.
You have amassed 10 Turn points to date.
You have played 141 days and 23 hours (real time).
This ranks you as Zygoat the Forestmaster [Forester 7] (Level 48).
You are standing.

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

* R HP:Beaten MV:Fresh >
k dark
k dark
They aren't here.

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

* R HP:Beaten MV:Fresh >
s
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
s
s
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
Tic in 7 seconds!
* R HP:Beaten MV:Fresh > A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh >
e
e
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
e
* R HP:Beaten MV:Fresh >
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Fresh > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Queen's Guard squadman stands here.
A Queen's Guard squadman stands here.
A Queen's Guard captain stands here.

* R HP:Beaten MV:Fresh >

*Ragnorake* has arrived from the south.

na oh he killed trees
* R HP:Beaten MV:Fresh >
*Ragnorake* blasts your body.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Fresh - Ragnorake: Wounded > You narrate 'oh he killed trees'

* R HP:Critical MV:Fresh - Ragnorake: Wounded >
na b
b
You blast *Ragnorake*'s head.
A Queen's Guard squadman stops using a torch.
A Queen's Guard squadman joins your fight!
A Queen's Guard squadman joins a Queen's Guard squadman's fight!
A Queen's Guard captain joins a Queen's Guard squadman's fight!
You narrate 'b'

* R HP:Critical MV:Fresh - Ragnorake: Battered >
[bash ]
-=+*

*Ragnorake* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!

b

A Queen's Guard captain barely slashes Ragnorake's body.
A Queen's Guard squadman barely slashes Ragnorake's body.
A Queen's Guard squadman barely slashes Ragnorake's right leg.
*Ragnorake* blasts your body hard.
You wish that your wounds would stop BLEEDING so much!

Geom chats 'yesterday we had good pk till it crashed'

n
e
k dark
bash
You flee head over heels.
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
[bash ]
Bash who?

* R HP:Critical MV:Full > Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is here, fighting a Queen's Guard squadman.
A Queen's Guard squadman is here, fighting Ragnorake.
A Queen's Guard squadman is here, fighting Ragnorake.
A Queen's Guard captain is here, fighting Ragnorake.

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

* R HP:Critical MV:Full > You barely blast *Ragnorake*'s left foot.

* R HP:Critical MV:Full - a Queen's Guard squadman: Scratched - Ragnorake: Battered >
You blast *Ragnorake*'s body.
*Ragnorake* blasts a Queen's Guard squadman's right leg into bloody fragments!
A Queen's Guard captain slashes Ragnorake's body.
A Queen's Guard squadman tickles Ragnorake's body with his slash.
A Queen's Guard squadman barely tickles Ragnorake's left leg with his slash.
-=+*

*Ragnorake* panics, and attempts to flee!
*+=
*Ragnorake* leaves west. <<
- -=
They're not here anymore!

* R HP:Critical MV:Full >

*Ragnorake* has arrived from the west.

bash
* R HP:Critical MV:Full >
*Ragnorake* blasts your head.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* R HP:Critical MV:Full - Ragnorake: Battered >

f-=+
Cancelled.
A Queen's Guard squadman joins your fight!
A Queen's Guard squadman joins a Queen's Guard squadman's fight!
A Queen's Guard captain joins a Queen's Guard squadman's fight!
You panic and attempt to flee!

s
s
s
s

A Queen's Guard captain slashes Ragnorake's head.
A Queen's Guard squadman tickles Ragnorake's body with his slash.
A Queen's Guard squadman barely tickles Ragnorake's body with his slash.
*Ragnorake* blasts your body.
You wish that your wounds would stop BLEEDING so much!

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


You flee head over heels.
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Winding Road
Like a snake, the wagon rutted road slithers between the hills as it passes
the cliff to the east. Skeletons lie on the road here, left to be picked
clean by carrion eaters and slowly decomposed. An age old battle, it
appears as though some of corpses were eaten and savagely ripped apart.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > In a Depression
Off the beaten path, this dusty depression provides some protection from
the hot winds of the Blight and the small sandstorms that sprout up from
time to time. Small scrub bushes surround the depression providing a
barrier of sorts. During times of high rainfall this sunken land forms
pools of water providing sustenance to the surrounding vegetation.
[ obvious exits: N E ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

e
* R HP:Critical MV:Full >
s
s
The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical MV:Full > The Dusty Road
The road narrows here, due to thick forrestry to the east and west. A chill
wind always blows through, making even the warmest clothes all but useless.
To the north, the trees seem to be somewhat twisted, and more green than
those to the south. Larger ruts grace the ground here, as all wagons must
pass at this point.
[ obvious exits: N S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

w
* R HP:Critical MV:Full > The Dusty Road
The Dusty road continue on to the north and south here, going steadily to
and from Tarwin's Gap and Fal Dara. Dust fills the air during daylight
hours, due to traffic and the constant, biting wind. To the west, green and
brown grass can be seen, as well as a ring of stones.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
w
* R HP:Critical MV:Full > The Dusty Road
The Dusty road curves to the north towards Tarwin's Gap, and west towards
Fal Dara and the southlands. Trees and shrubs line the road to the east and
south, preventing movement in those directions. The wind blows cold here,
as though its been focused further up north.
[ obvious exits: N W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

w
w
* R HP:Critical MV:Full > The Dusty Road
Shrubs and trees line the road to the south, and various grasses can be
seen to the north. To the west, the road begins to thin, and wind back and
forth. Far to the west and south, a watchtower can be seen.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical MV:Full > A Winding Road
The road here is in good condition, as it is used frequently due to its
proximity to the Dusty road. The hard-packed dirt is clear of many of the
rocks that litter the nearby area. To the east starts the Dusty road, and
to the west is a fork in the road leading around an old watchtower.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Critical MV:Full > Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

sc
* R HP:Critical MV:Full > A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > In the Remains of a Crumbling Tower
Once a watchtower for the southern part for the road to Fal Dara and
Tarwin's Gap, this building is now hardly servicable. Whole parts of the
tower have been torn down, making it virtually undefendable. The inside
parts of the tower seem to have been set afire, as the stones facing in are
covered with old soot and burn markings.
[ obvious exits: N E S U ]
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

* R HP:Critical MV:Full > You have 30(398) hit and 158(160) movement points.
You have scored 93984628 experience points and 2716 quest points.
You need 4515372 exp to level and 284 qp to rank.
You have amassed 10 Turn points to date.
You have played 141 days and 23 hours (real time).
This ranks you as Zygoat the Forestmaster [Forester 7] (Level 48).
You are standing.

* R HP:Critical MV:Full >
Tic in 7 seconds!

*Ragnorake* has arrived from the east.

* R HP:Critical MV:Full >
*Ragnorake* blasts your left leg.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

bash
* R HP:Critical MV:Full - Ragnorake: Battered >

A sergeant joins your fight!
The grizzled veteran joins a sergeant's fight!
The grizzled veteran joins a sergeant's fight!
The grizzled veteran joins a sergeant's fight!
The grizzled veteran joins a sergeant's fight!
The Shienaran commander lances Ragnorake's left leg.
The Shienaran commander barely lances Ragnorake's body.
The grizzled veteran barely crushes Ragnorake's body.
The grizzled veteran tickles Ragnorake's head with his crush.
The grizzled veteran barely pounds Ragnorake's body.
The grizzled veteran tickles Ragnorake's right foot with his pound.
A sergeant tickles Ragnorake's left arm with his slash.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 33.713 seconds.
-=+**+=- -
You dodge a bash from *Ragnorake* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!
=
The Shienaran commander lances Ragnorake's left leg.
The grizzled veteran crushes Ragnorake's left leg.
The grizzled veteran crushes Ragnorake's right arm.
The grizzled veteran tickles Ragnorake's head with his pound.
The grizzled veteran barely tickles Ragnorake's body with his pound.
A sergeant slashes Ragnorake's right hand.
You blast *Ragnorake*'s body hard.
Your bash at *Ragnorake* sends him sprawling!

* R HP:Critical MV:Fresh - the Shienaran commander: Scratched - Ragnorake: Beaten >

The Shienaran commander lances Ragnorake's body.
The grizzled veteran crushes Ragnorake's right arm.
The grizzled veteran crushes Ragnorake's body.
The grizzled veteran pounds Ragnorake's head.
The grizzled veteran pounds Ragnorake's left foot.
A sergeant slashes Ragnorake's left leg.
You blast *Ragnorake*'s body hard.

* R HP:Critical MV:Fresh - the Shienaran commander: Scratched - Ragnorake: Critical >

*Ragnorake* panics, and attempts to flee!

* R HP:Critical MV:Fresh - the Shienaran commander: Scratched - Ragnorake: Critical >

*Ragnorake* leaves north. ^^

e
k dark
bash
* R HP:Critical MV:Fresh >
Amongst the Rubble
Blocks of stone little the ground here. Some seem to have been dropped from
a height, as they're cracked and broken, as well as sunken into the ground
a bit. A mostly destroyed stone tower lies to the west, and was probably
the source of most of the stones littering the ground.
[ obvious exits: E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving east. >>
There are some tracks of A TROLLOC leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Critical MV:Fresh > Bash who?

e
* R HP:Critical MV:Full >
n
n
k dark
A Winding Road
The road here is littered with small stones. The ground itself is
hard-packed dirt, with small cobble stones visible at times. The road heads
north and south here, and a broken, burned tower can be seen to the west.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.

k dark
* R HP:Critical MV:Full > A Winding Road
Small shrubs and light grasses border the road here. A small opening in the
forest leads to the east, and the road itself continues on south, and north
to a fork around a burned out, crumbling tower.
[ obvious exits: N E S ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of A TROLLOC leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a humanoid leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black wolf growls loudly, poised to leap.

k dark
* R HP:Critical MV:Full > Fork Before a Crumbling Tower
The road splits to the east and west here, going around a burned out
watchtower. Due to frequent use, the road is in fairly good condition, with
no plant-life infringing on it. Small ruts can be seen from the various
supply wagons that go to and from Tarwin's gap.
[ obvious exits: E S W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of A TROLLOC leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout blends into the surroundings here.

k dark
* R HP:Critical MV:Full > They aren't here.

k dark
* R HP:Critical MV:Full > A Shienaran scout stops using a torch.
They aren't here.

k dark
k dark
* R HP:Critical MV:Full > They aren't here.

k dark
* R HP:Critical MV:Full > They aren't here.

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

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

k dark
* R HP:Critical MV:Full > They aren't here.

k dark
k dark
* R HP:Critical MV:Full > They aren't here.

k dark
* R HP:Critical MV:Full > They aren't here.

k dark
* R HP:Critical MV:Full > They aren't here.

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

w
w
* R HP:Critical MV:Full > They aren't here.

s
k dark
* R HP:Critical MV:Full > They aren't here.

bash
* R HP:Critical MV:Full > A Winding Road
The road is in good condition here, with many signs of work. The sides of
the road are kept clear of debris, and the wagon ruts are smoothed over. To
the east, the road forks around the hill to the south. A watchtower can be
seen in the distance, standing silent guard over the road.
[ obvious exits: N E W ]
Zone: Parched Ground
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some bloody traces of A TROLLOC leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full > A Winding Road Beside a Watch Tower
Rubble and some chared wood is scattered about the area. The grass is an
ugly brown, and various shrubs can be seen struggling for life between the
debris. A burned and broken watchtower is visible to the south, crowning a
small hill.
[ obvious exits: N S W ]
Zone: Parched Ground
There are some bloody traces of A TROLLOC leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Critical MV:Full > Bash who?

* R HP:Critical MV:Full >
n
n
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Zone: Parched Ground
There are some bloody traces of A TROLLOC leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full >
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]
Zone: Parched Ground
There are some bloody traces of A TROLLOC leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Full >
e
Shadowing a Road
Flaming red-leaf bushes and scrub oak have claimed this area, just off the
winding road. Gnarled branches and tough leaves scratch at passerby's,
grasping at belongings. Decay rides heavy in the cold northern wind, and an
unnatural heat radiates from the trees to the southwest.
[ obvious exits: S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Ragnorake* is standing here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

k dark
bash
* R HP:Critical MV:Full >

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

You panic and attempt to flee!

You flee head over heels.
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]
Zone: Parched Ground
There are some bloody traces of A TROLLOC leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
They aren't here.

* R HP:Critical MV:Full > Bash who?

* R HP:Critical MV:Full >
k dark
k dark
k dark
k dark
They aren't here.

* R HP:Critical MV:Full > *Ragnorake* has arrived from the east.
You blast *Ragnorake*'s body.

sc
* R HP:Critical MV:Full - Ragnorake: Critical > You do the best you can!

s
s
* R HP:Critical MV:Full - Ragnorake: Critical > You do the best you can!

* R HP:Critical MV:Full - Ragnorake: Critical > HP:Critical MP:Full
You have scored 93988499 experience points and 2716 quest points.
You need 4511501 exp to level and 284 qp to rank.
You have amassed 10 Turn points to date.
You have played 141 days and 23 hours (real time).
This ranks you as Zygoat the Forestmaster [Forester 7] (Level 48).
You are fighting Ragnorake.

* R HP:Critical MV:Full - Ragnorake: Critical > No way! You're fighting for your life!

* R HP:Critical MV:Full - Ragnorake: Critical > No way! You're fighting for your life!

* R HP:Critical MV:Full - Ragnorake: Critical >
You blast *Ragnorake*'s right arm.
*Ragnorake* is stunned, but will probably regain consciousness...

* R HP:Critical MV:Full - Ragnorake: Critical >

You blast *Ragnorake*'s body hard.
*Ragnorake* 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 *Ragnorake*'s death cry.


Big kudos to him for hitting at commy, and for not running soon as he fled off commy

Prykor
Posts: 180
Joined: Thu Jan 06, 2022 8:56 pm

Re: Crit kills

Post by Prykor » Tue Aug 16, 2022 12:36 am

o HP:Critical MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Zone: The Blight
There are some bloody traces of a HUMAN leaving south. vv
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving south. vv
There are some tracks of a TROLLOC leaving north. ^^
There are some tracks of a HUMAN leaving north. ^^
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:Tiring >
s
w
w
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
There are some bloody traces of a HUMAN leaving west. <<
There are some bloody traces of a HUMAN leaving south. vv
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a HUMAN leaving north. ^^
There are some tracks of a HUMAN leaving north. ^^
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

w
o HP:Critical MV:Tiring > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving west. <<
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

w
o HP:Critical MV:Tiring > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving west. <<
A juicy looking apple has fallen to the ground. [5]
A raven is here flying around.
A mole is here, looking sickly.

w
o HP:Critical MV:Tiring > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving west. <<
Sickly, wilted grass blankets the ground, intermixed with dry sand.

o HP:Critical MV:Tiring > A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving south. vv
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A brazen young hare thumps his powerful hind legs nearby.
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:Tiring > A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
Zone: Decayed Forest
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A falcon with long, brown feathers circles in a slow hunting pattern.

o HP:Critical MV:Tiring >
e
s
x
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving south. vv
There are some bloody traces of a TROLLOC leaving west. <<
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A brazen young hare thumps his powerful hind legs nearby.
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:Tiring > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
A large stone well is here.
*Harun* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
*Harun* tries to scythe you, but you parry successfully.

o HP:Critical MV:Tiring - Harun: Critical > [k 1.light]
You do the best you can!

o HP:Critical MV:Tiring - Harun: Critical >
cmw

You slash *Harun*'s body.
The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!
*Harun* scythes your left foot.
You wish that your wounds would stop BLEEDING so much!


o HP:Critical MV:Tiring - Harun: Critical >
[change mood wimpy]
Mood changed to: Wimpy

o HP:Critical MV:Tiring - Harun: Critical >
f
You panic and attempt to flee!

x

You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Zone: Decayed Forest
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
A sickly, skinny deer stands here in a daze.

x
x
o HP:Critical MV:Tiring > [k 1.light]
They aren't here.

x
o HP:Critical MV:Tiring > [k 1.light]
They aren't here.

x
o HP:Critical MV:Tiring > [k 1.light]
They aren't here.

x
o HP:Critical MV:Tiring > [k 1.light]
They aren't here.
*Harun* has arrived from the north.

x
o HP:Critical MV:Tiring > [k 1.light]
You slash *Harun*'s right arm hard.

x
o HP:Critical MV:Tiring - Harun: Critical > [k 1.light]
You do the best you can!

o HP:Critical MV:Tiring - Harun: Critical > [k 1.light]
You do the best you can!

o HP:Critical MV:Tiring - Harun: Critical > [k 1.light]
You do the best you can!

cmw
o HP:Critical MV:Tiring - Harun: Critical >
[change mood wimpy]
Mood changed to: Wimpy

o HP:Critical MV:Tiring - Harun: Critical >

You slash *Harun*'s body.

o HP:Critical MV:Tiring - Harun: Critical >
f
You panic and attempt to flee!


*Harun* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!



*Harun* scythes your body very hard.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
Zone: Decayed Forest
Door east: greatgate

o HP:Critical MV:Tiring >
w
w
w
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving east. >>
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving west.
*Harun* is standing here.
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Tiring > Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
Zone: Decayed Forest
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A raven is visible flying high in the sky.

x
o HP:Critical MV:Tiring > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
Zone: Decayed Forest
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
A large wooden catapult has been erected here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded >
x
x
x
x
[k 1.light]
They aren't here.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

cmw
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

sc
o HP:Critical MV:Winded > [change mood wimpy]
Mood changed to: Wimpy

x
x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
x
o HP:Critical MV:Winded > You have 38(402) hit and 125(254) movement points.
You have scored 108220324 experience points and 790 quest points.
You need 279676 exp to level and 210 qp to rank.
You have amassed 26 Turn points to date.
You have played 34 days and 18 hours (real time).
This ranks you as Prykor the Grotesque Torturer [Dhai'mon 6] (Level 50).
You are standing.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

e
x
o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded > Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving west. <<
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
A raven is here flying around.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded >
e
x
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving east. >>
There are some bloody traces of a TROLLOC leaving west. <<
There are some bloody traces of a HUMAN leaving east. >>
There are some bloody traces of a HUMAN leaving north. ^^
There are some tracks of an animal leaving west.
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Winded > [k 1.light]
They aren't here.

o HP:Critical MV:Winded >
n
x
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving south. vv
There are some bloody traces of a HUMAN leaving south. vv
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A large stone well is here.
*Harun* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
*Harun* scythes your body hard.
You wish that your wounds would stop BLEEDING so much!


o HP:Critical MV:Winded - Harun: Critical > [k 1.light]
You do the best you can!

o HP:Critical MV:Winded - Harun: Critical >
cmw
The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!
[change mood wimpy]
Mood changed to: Wimpy

o HP:Critical MV:Winded - Harun: Critical >
f
The ancient tree tries to hit you, but you parry successfully.
The ancient tree tries to hit you, but you deflect the blow.
You slash *Harun*'s right arm.
You panic and attempt to flee!


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


Tic in 7 seconds!

You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving east. >>
There are some bloody traces of a TROLLOC leaving west. <<
There are some bloody traces of a HUMAN leaving east. >>
There are some bloody traces of a HUMAN leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
A sickly, skinny deer stands here in a daze.

o HP:Critical MV:Winded >
n
x
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving south. vv
There are some bloody traces of a HUMAN leaving south. vv
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A large stone well is here.
*Harun* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.

o HP:Critical MV:Winded > [k 1.light]
You slash *Harun*'s body.

o HP:Critical MV:Winded - Harun: Critical >
cmw
[change mood wimpy]
Mood changed to: Wimpy

o HP:Critical MV:Winded - Harun: Critical >

*Harun* tries to scythe you, but you parry successfully.
The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!
You slash *Harun*'s right hand.
*Harun* is mortally wounded, and will die soon, if not aided.

o HP:Critical MV:Winded >
nar rip
You narrate 'rip'

o HP:Critical MV:Winded >
s
The ancient tree tries to hit you, but you parry successfully.
The ancient tree tries to hit you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 60.543 seconds.
*Harun* lies immobile on the ground, suffering...
*Harun* is dead! R.I.P.
Your blood freezes as you hear *Harun*'s death cry.
No way! You're fighting for your life!

o HP:Critical MV:Tiring - the ancient tree: Healthy >
cmw
f
[change mood wimpy]
Mood changed to: Wimpy

I feel robbed, no #harun on my trophy list from that, so posting the evidence here!
Definitely a close one.

Cera
Posts: 21
Joined: Fri May 20, 2022 11:19 pm

Re: Crit kills

Post by Cera » Thu Sep 08, 2022 1:56 am

channel 'flame strike' h.light
Bend in the Road
[ obvious exits: S W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A handsome stag stands here, ready to run.

* R HP:Battered SP:Good MV:Fresh >
They aren't here.

* R HP:Battered SP:Good MV:Fresh > Nobody here by that name.

* R HP:Battered SP:Good MV:Fresh >
b
channel 'flame strike' h.light
w
b
channel 'flame strike' h.light
Nobody here by that name.

* R HP:Battered SP:Good MV:Fresh >
Quarry Road
[ obvious exits: E W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam.
A sul'dam stands here, holding Barb's leash.
A warhorse is here, stamping his feet impatiently.

* R HP:Battered SP:Good MV:Fresh >
The day has begun.
(tic_timer): Tic length updated to: 60.889 seconds.
The rain stops.
You begin to weave the appropriate flows...
-=
A sul'dam leads *Barb* east.
*Barb* leaves east. >>
+**+=
Your target is no longer here!

* R HP:Battered SP:Good MV:Fresh >
e
a
channel 'ice spikes' h.light
Bend in the Road
[ obvious exits: S W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam.
A sul'dam stands here, holding Barb's leash.
A handsome stag stands here, ready to run.

* R HP:Battered SP:Good MV:Fresh > You begin to weave the appropriate flows...
-
You sense *Barb* is channeling saidar.
=+**
*Barb* panics, and attempts to flee!
A sul'dam leads *Barb* west.
*Barb* leaves west. <<
+=- -=
Your target is no longer here!

* R HP:Battered SP:Good MV:Fresh >
s
n
Bend in the Road
[ obvious exits: N E ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

z
k light
* R HP:Battered SP:Good MV:Fresh >
Bend in the Road
[ obvious exits: S W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A handsome stag stands here, ready to run.

w
* R HP:Battered SP:Good MV:Fresh > A sul'dam has arrived from the west, leading *Barb*.
*Barb* has arrived from the west, riding a warhorse.
You try to strike *Barb*, but she deflects the blow.

* R HP:Battered SP:Good MV:Fresh - Barb: Wounded >
a
channel 'ice spikes' h.light

You sense *Barb* is channeling saidar.

* R HP:Battered SP:Good MV:Fresh - Barb: Wounded >
No way! You're fighting for your life!

* R HP:Battered SP:Good MV:Fresh - Barb: Wounded >
b
channel 'flame strike' h.light
You try to strike *Barb*, but she parries successfully.
You begin to weave the appropriate flows...

f
w
Cancelled.
You begin to weave the appropriate flows...

w
Cancelled.
You panic and attempt to flee!

You flee head over heels.
Quarry Road
[ obvious exits: E W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Quarry Road
[ obvious exits: N E W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

qq
* R HP:Battered SP:Good MV:Fresh >
Bend in the Road
[ obvious exits: E S ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Battered SP:Good MV:Fresh >
[RELEASE ]
Ok.

* R HP:Battered SP:Good MV:Fresh >
p
e
[change mood wimpy]
Mood changed to: Wimpy

q
* R HP:Battered SP:Good MV:Fresh >
b
channel 'flame strike' h.light
Quarry Road
[ obvious exits: N E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.
A short man stands here, nervously eyeing everything in sight.

* R HP:Battered SP:Good MV:Fresh > *Barb* tries to pound you, but you deflect the blow.
[EMBRACE ]
You feel the flows of saidar coursing through your body.

* R HP:Battered SP:Good MV:Fresh - Barb: Wounded >
You sense *Barb* is channeling saidar.
You begin to weave the appropriate flows...
-=+**+=
You gasp in pain as streaks of fire from *Barb* burn your body!
Ok.
*Barb* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Barb*.

b
channel 'flame strike' h.light
* R HP:Battered SP:Good MV:Fresh - Barb: Battered >
A sul'dam leads *Barb* west.
*Barb* leaves west riding a warhorse. <<
Nobody here by that name.

* R HP:Battered SP:Good MV:Fresh >
w

A sul'dam has arrived from the west, leading *Barb*.
*Barb* has arrived from the west, riding a warhorse.

b
channel 'flame strike' h.light
* R HP:Battered SP:Good MV:Fresh >
You sense *Barb* is channeling saidar.
Bend in the Road
[ obvious exits: E S ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Battered SP:Good MV:Fresh > Nobody here by that name.

* R HP:Battered SP:Good MV:Fresh >
e
z
k light
Quarry Road
[ obvious exits: N E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.
A short man stands here, nervously eyeing everything in sight.

e
* R HP:Battered SP:Good MV:Fresh > You try to strike *Barb*, but she deflects the blow.

* R HP:Battered SP:Good MV:Fresh - Barb: Battered >
b
channel 'flame strike' h.light
You gasp in pain as streaks of fire from *Barb* burn your body!
No way! You're fighting for your life!

* R HP:Beaten SP:Good MV:Fresh - Barb: Battered >
You begin to weave the appropriate flows...
-
You sense *Barb* is channeling saidar.
=+**+=
Ok.
*Barb* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Barb*.

* R HP:Beaten SP:Fading MV:Fresh - Barb: Beaten >
b
channel 'flame strike' h.light

A sul'dam leads *Barb* east.
*Barb* leaves east riding a warhorse. >>

* R HP:Beaten SP:Fading MV:Fresh > Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
e
b
channel 'flame strike' h.light
A sul'dam has arrived from the east, leading *Barb*.
*Barb* has arrived from the east, riding a warhorse.
Quarry Road
[ obvious exits: E W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh >
Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
e
A sul'dam has arrived from the west, leading *Barb*.
*Barb* has arrived from the west, riding a warhorse.
Bend in the Road
[ obvious exits: S W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A handsome stag stands here, ready to run.

w
* R HP:Beaten SP:Fading MV:Fresh >
b
channel 'flame strike' h.light
Quarry Road
[ obvious exits: E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.

* R HP:Beaten SP:Fading MV:Fresh > You begin to weave the appropriate flows...
-=
*Barb* tries to pound you, but you parry successfully.
+*

*Barb* panics, and attempts to flee!
*+=
Ok.
*Barb* panics, and attempts to flee!
A sul'dam leads *Barb* west.
*Barb* leaves west riding a warhorse. <<
Streaks of fire flow from your hands, burning *Barb*.

* R HP:Beaten SP:Fading MV:Fresh >
e
Bend in the Road
[ obvious exits: S W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A handsome stag stands here, ready to run.

w
* R HP:Beaten SP:Fading MV:Fresh >
z
k light
b
channel 'flame strike' h.light
Quarry Road
[ obvious exits: E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh > They aren't here.

* R HP:Beaten SP:Fading MV:Fresh >
w
z
k light
Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
b
channel 'flame strike' h.light
Quarry Road
[ obvious exits: N E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.
A short man stands here, nervously eyeing everything in sight.

* R HP:Beaten SP:Fading MV:Fresh >
A sul'dam leads *Barb* east.
*Barb* leaves east riding a warhorse. >>
They aren't here.

* R HP:Beaten SP:Fading MV:Fresh >
Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
e
e
z
k light

A sul'dam has arrived from the east, leading *Barb*.
*Barb* has arrived from the east, riding a warhorse.

b
channel 'flame strike' h.light
* R HP:Beaten SP:Fading MV:Fresh > You sense *Barb* is channeling saidar.
Quarry Road
[ obvious exits: E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh >
Bend in the Road
[ obvious exits: S W ]
Caution. Direction s leads to an unknown room.
Caution. Direction w leads to an unknown room.
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A handsome stag stands here, ready to run.

* R HP:Beaten SP:Fading MV:Fresh >
They aren't here.

* R HP:Beaten SP:Fading MV:Fresh >
w
Nobody here by that name.

w
* R HP:Beaten SP:Fading MV:Fresh >
e
Quarry Road
[ obvious exits: E W ]
Zone: Quarry Road
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh > Quarry Road
[ obvious exits: N E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.
A short man stands here, nervously eyeing everything in sight.

* R HP:Beaten SP:Fading MV:Fresh >
Quarry Road
[ obvious exits: E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh >
w
b
channel 'flame strike' h.light
Quarry Road
[ obvious exits: N E W ]
Multiple matches found.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Barb* is standing here leashed to a sul'dam, riding a warhorse.
A sul'dam stands here, holding Barb's leash.
A short man stands here, nervously eyeing everything in sight.

* R HP:Beaten SP:Fading MV:Fresh > A sul'dam leads *Barb* east.
*Barb* leaves east riding a warhorse. >>
Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
e
z
k light

A sul'dam has arrived from the east, leading *Barb*.
*Barb* has arrived from the east, riding a warhorse.

b
channel 'flame strike' h.light
* R HP:Beaten SP:Fading MV:Fresh >
You swiftly dodge *Barb*'s attempt to pound you.
No way! You're fighting for your life!

* R HP:Beaten SP:Fading MV:Fresh - Barb: Beaten >
You sense *Barb* is channeling saidar.
You do the best you can!

* R HP:Beaten SP:Fading MV:Fresh - Barb: Beaten >
You begin to weave the appropriate flows...
-=+**

You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
You gasp in pain as streaks of fire from *Barb* burn your body!

b
channel 'flame strike' h.light

You flee head over heels.
On a Large Farm
[ obvious exits: N E S ]
Zone: Quarry Road
Door north: door
Door east: barndoor
A bunch of grapes are within arm's reach. [2]
A potato is here. [3]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R HP:Beaten SP:Fading MV:Fresh >
Nobody here by that name.

* R HP:Beaten SP:Fading MV:Fresh >
b
channel 'flame strike' h.light

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

* R HP:Beaten SP:Fading MV:Fresh >

*Barb* tries to pound you, but you parry successfully.

* R HP:Beaten SP:Fading MV:Fresh - Barb: Beaten >
You sense *Barb* is channeling saidar.
You begin to weave the appropriate flows...
-=+**+
b
channel 'flame strike' h.light=
You wish that your wounds would stop BLEEDING so much!

You can't ride in there.
You gasp in pain as streaks of fire from *Barb* burn your body!
Ok.
*Barb* panics, and attempts to flee!
*Barb* tries to flee, but is too exhausted!
Streaks of fire flow from your hands, burning *Barb*.

* R HP:Critical SP:Fading MV:Fresh - Barb: Critical >
You sense *Barb* is channeling saidar.
You begin to weave the appropriate flows...
-=+**+
b
channel 'flame strike' h.light=
You wish that your wounds would stop BLEEDING so much!

You can't ride in there.
You gasp in pain as streaks of fire from *Barb* burn your body!
Ok.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Streaks of Fire burn through *Barb*, leaving only a blackened corpse.
*Barb* is dead! R.I.P.
Your blood freezes as you hear *Barb*'s death cry.
As *Barb* perishes, her sul'dam panics and flees.
A sul'dam leaves north. ^^

* R HP:Critical SP:Trickling MV:Fresh >
Nobody here by that name.

* R HP:Critical SP:Trickling MV:Fresh >
sc
You have 1(256) hit, 15(163) saidar and 146(146) movement points.
You have scored 108560603 experience points and 0 quest points.
You need 1727258760 exp to reach the next level.
You have played 42 days and 12 hours (real time).
This ranks you as Cera Merimon, the Butcher of Alindaer (Level 51).
You are standing.

Ghast
Posts: 98
Joined: Tue Aug 01, 2017 10:19 pm

Re: Crit kills

Post by Ghast » Tue Sep 13, 2022 2:37 pm

o R S HP:Beaten DP:Good MV:Tiring >
z
*Castien* has arrived from the west.
[bash h.light]


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


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


=
+
Castien swiftly dodges a shivering tree's attempt to hit him.
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!

*
*
+
A shivering tree tries to hit Castien, but he dodges the attack.
Castien swiftly dodges a shivering tree's attempt to hit him.
A shivering tree hits Castien's body.
*Castien* panics, and attempts to flee!
A shivering tree tries to hit Castien, but he dodges the attack.
*Castien* pierces your left arm hard.
You wish that your wounds would stop BLEEDING so much!


=
-
*Castien* panics, and attempts to flee!


-
=
Your bash at *Castien* sends him sprawling!

o R S HP:Critical DP:Good MV:Tiring - Castien: Beaten >

You strike *Castien*'s body very hard.

o R S HP:Critical DP:Good MV:Tiring - Castien: Beaten >

A shivering tree hits Castien's right arm extremely hard.
A shivering tree hits Castien's right leg extremely hard.
A shivering tree hits Castien's body hard.
A shivering tree tries to hit Castien, but he parries successfully.
You strike *Castien*'s left arm into bloody fragments!
*Castien* is incapacitated and will slowly die, if not aided.

o R S HP:Critical DP:Good MV:Tiring - Castien: Critical >
5
get all corpse
Suddenly, a way down appears to open.
You don't have a corpse.

o R S HP:Critical DP:Good MV:Tiring - Castien: Critical >

*Raal* has arrived from below.
A gray palfrey has arrived from below.

* R S HP:Critical DP:Good MV:Tiring - Castien: Critical >
r
A gray palfrey stops following Raal.
*Raal* starts riding a gray palfrey.
[k light]
You do the best you can!

* R S HP:Critical DP:Good MV:Tiring - Castien: Critical >
5
get all corpse

You strike *Castien*'s body into bloody fragments!
*Castien* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
You gain a level!
Your blood freezes as you hear *Castien*'s death cry.
*Raal* cleaves your body hard.
You wish that your wounds would stop BLEEDING so much!


5
get all corpse
* R S HP:Critical DP:Good MV:Tiring - Raal: Scratched >
5
get all corpse
mw
change mood wimpy
You get a black pair of silver-tooled boots from the corpse of Castien.
You get a pair of earthen colored breeches from the corpse of Castien.
You get a small leather sheath from the corpse of Castien.
You get a small purse from the corpse of Castien.
You get a belt with a buckle of cuendillar from the corpse of Castien.
You get a silver-winged basilard from the corpse of Castien.
You get a silver etched shield from the corpse of Castien.
You get a silver Kandori wristcuff from the corpse of Castien.
You get a silver Kandori wristcuff from the corpse of Castien.
You get a pair of dark gloves from the corpse of Castien.
You get a set of cloth sleeves from the corpse of Castien.
You get a forest green cloak with ivy embroidery from the corpse of Castien.
a leather cuirass: You can't take that!
You get a shimmering pendant of obsidian from the corpse of Castien.
You get a shimmering pendant of obsidian from the corpse of Castien.
You get a camouflaged hood from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get an oilstone from the corpse of Castien.

* R S HP:Critical DP:Good MV:Tiring - Raal: Scratched > You barely strike *Raal*'s right hand.
A rat now follows Raal.
A rat squeaks 'Raal is at Blighted Grove'
The giant blight beetle tickles Raal's body with its hit.
A shivering tree barely tickles Raal's right arm with its hit.
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!
a leather cuirass: You can't take that!

* R S HP:Critical DP:Good MV:Tiring - Raal: Hurt >
a leather cuirass: You can't take that!

* R S HP:Critical DP:Good MV:Tiring - Raal: Hurt >
The winds scream reaching and tearing at his flesh as he escapes the Ways.
You chose to go berserk, now live or die with it!

* R S HP:Critical DP:Good MV:Tiring - Raal: Hurt >
nar rip castien
You narrate 'rip castien'

* R S HP:Critical DP:Good MV:Tiring - Raal: Hurt >
bash
The vinedoor closes quietly.
A shivering tree barely tickles Raal's head with its hit.
A shivering tree barely tickles Raal's left foot with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle tickles Raal's body with its hit.
You strike *Raal*'s body.
*Raal* tries to cleave you, but you deflect the blow.
You strike *Raal*'s right arm hard.
You dodge a bash from *Raal* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!



-
=
+
*
*
+
=
-

-
A shivering tree barely tickles Raal's head with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's left leg with its hit.
The giant blight beetle tickles Raal's left arm with its hit.
Jakd narrates 'lol nice'

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

* R S HP:Critical DP:Good MV:Tiring - a shivering tree: Scratched - Raal: Hurt >
bash

A flock of ravens caws 'Eran is at The Blight'
*Raal* cleaves a shivering tree's branch into bloody fragments!
A shivering tree barely tickles Raal's right arm with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle tickles Raal's right leg with its hit.

* R S HP:Critical DP:Good MV:Tiring - a shivering tree: Hurt - Raal: Wounded >


-
=
+
*

*Raal* panics, and attempts to flee!

*
*Raal* leaves east riding a gray palfrey.

+
=
-

-
*Raal* has arrived from the east, riding a gray palfrey.

nar come wg now
=
*Raal* tries to cleave you, but you deflect the blow.
Your bash at *Raal* sends him sprawling!

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
The giant blight beetle tickles Raal's body with its hit.
A rat squeaks 'Raal is at Blighted Grove'
A shivering tree tickles Raal's head with its hit.
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!
A shivering tree joins a shivering tree's fight!
You narrate 'come wg now'

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
mw
change mood wimpy

You strike *Raal*'s body.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
You chose to go berserk, now live or die with it!

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >

A shivering tree tickles Raal's left arm with its hit.
A shivering tree barely tickles Raal's right hand with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's body with its hit.
The giant blight beetle tickles Raal's body with its hit.
You gaze deeply into the soul of *Raal*.
*Raal* looks very strange, glaring about with a sense of panic.
You barely strike *Raal*'s body.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
nar now
nar now
You narrate 'now'

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
You narrate 'now'

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
nar blight
You narrate 'blight'

bash
* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >

A shivering tree hits Raal's left leg.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's head with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle tickles Raal's left foot with its hit.
You strike *Raal*'s body hard.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
They already seem to be stunned.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
bash

Raal assumes an offensive striking posture.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >


-
=
+
*

A shivering tree barely tickles Raal's right arm with its hit.
A shivering tree barely tickles Raal's left arm with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's left arm with its hit.
The giant blight beetle tries to hit Raal, but he parries successfully.
*Raal* tries to cleave you, but you deflect the blow.

*
+
=
Jakd narrates 'coming'

-

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

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >

A shrill piercing scream reverberates through the area.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >
bash

A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's right foot with its hit.
A shivering tree tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle tickles Raal's right arm with its hit.
*Raal* mounts an attack against you, but weak nerves get the better of him.

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >


-
=
+
*
A shivering tree barely tickles Raal's right leg with its hit.
A shivering tree barely tickles Raal's right foot with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's body with its hit.
The giant blight beetle barely tickles Raal's body with its hit.

*
+
=
Suddenly, a way down appears to open.

-

-
*Sraeyn* has arrived from below.
A warhorse has arrived from below.

=
A warhorse stops following Sraeyn.
*Sraeyn* starts riding a warhorse.
Your bash at *Raal* sends him sprawling!

* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >

*Sraeyn* slashes your body.
You wish that your wounds would stop BLEEDING so much!


* R S HP:Critical DP:Good MV:Tiring - Raal: Wounded >

*Sraeyn* slashes your body hard.
You wish that your wounds would stop BLEEDING so much!

A shivering tree tickles Raal's body with its hit.
A shivering tree tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle barely hits Raal's left leg.
You strike *Raal*'s body.

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >

The winds scream reaching and tearing at his flesh as he escapes the Ways.

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >

You strike *Raal*'s left arm hard.

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >
i
bash
The vinedoor closes quietly.
You hear a blood-curdling howl in the distance.
A shivering tree tickles Raal's head with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's right arm with its hit.
A shivering tree barely tickles Raal's body with its hit.
The giant blight beetle tickles Raal's right leg with its hit.
You gaze deeply into the soul of *Sraeyn*.
Your gaze failed to paralyze your victim.
You strike *Raal*'s left arm hard.
A mirrored lantern held by *Sraeyn* is definitely fading.
You are carrying:
an oilstone
[2] a gold ring
a camouflaged hood
[2] a shimmering pendant of obsidian
a forest green cloak with ivy embroidery
a set of cloth sleeves
a pair of dark gloves
[2] a silver Kandori wristcuff
a silver etched shield
a silver-winged basilard (scratched)
a belt with a buckle of cuendillar
a small purse
a small leather sheath
a pair of earthen colored breeches
a black pair of silver-tooled boots
the war scalp of Kraise the Human slain in Andor
a copper penny
four gold crowns
a large slab of meat

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >
They already seem to be stunned.

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >

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


* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >

You strike *Raal*'s body.

* R S HP:Critical DP:Good MV:Tiring - Raal: Battered >
bash

A shivering tree barely tickles Raal's left leg with its hit.
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's left arm with its hit.
A shivering tree barely tickles Raal's left hand with its hit.
The giant blight beetle tickles Raal's head with its hit.
You barely strike *Raal*'s body.
*Raal* panics, and attempts to flee!
*Raal* cleaves your right leg hard.
You wish that your wounds would stop BLEEDING so much!


* R S HP:Critical DP:Good MV:Tiring - Raal: Beaten >


-
*Sraeyn* clambers to his feet.

=
*Sraeyn* slashes your body.
You wish that your wounds would stop BLEEDING so much!


+
*
*
+
=
-

*Sraeyn* tries to slash you, but you parry successfully.
A rat squeaks 'Sraeyn, Raal are at Blighted Grove'
A shivering tree barely tickles Raal's body with its hit.
A shivering tree tickles Raal's body with its hit.
A shivering tree tickles Raal's right leg with its hit.
A shivering tree barely hits Raal's left arm.
The giant blight beetle barely hits Raal's body.
*someone* cleaves your body.
You are dead! Sorry...

bellarose
Posts: 9
Joined: Wed Jun 22, 2022 4:17 pm

Re: Crit kills

Post by bellarose » Tue Sep 13, 2022 3:23 pm

Bruh I had you crit so many times today lol, that last zoom of yours was wild.

Ghast
Posts: 98
Joined: Tue Aug 01, 2017 10:19 pm

Re: Crit kills

Post by Ghast » Fri Sep 23, 2022 4:13 pm

After fighting 2v2 and getting down to 10-15 hps twice, we got Sharae low and decided to chase into FD...



o R S HP:Beaten DP:Bursting MV:Strong >
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Hybrid the Trolloc is standing here.

o R S HP:Beaten DP:Bursting MV:Strong >
[k light]
They aren't here.

o R S HP:Beaten DP:Bursting MV:Strong >
[bash h.light]
Bash who?

o R S HP:Beaten DP:Bursting MV:Strong >

*Sharae* has arrived from the south, riding a warhorse.
A flock of ravens has arrived from the south.
Hybrid tries to pierce *Sharae*, but she parries successfully.

* R S HP:Beaten DP:Bursting MV:Strong >
[k light]
You slash *Sharae*'s head hard.
*Sharae* panics, and attempts to flee!

* R S HP:Beaten DP:Bursting MV:Strong - Hybrid: Beaten - Sharae: Critical >
Hybrid barely pierces *Sharae*'s left leg.
[k light]
Ok.

* R S HP:Beaten DP:Bursting MV:Strong - Hybrid: Beaten - Sharae: Critical > *Sharae* leaves north
riding a warhorse.
[k light]
They aren't here.

o R S HP:Beaten DP:Bursting MV:Strong >
*Sharae* has arrived from the north, riding a warhorse.
Hybrid tickles *Sharae*'s body with his pierce.
*Sharae* panics, and attempts to flee!
[k light]
You slash *Sharae*'s right leg.

* R S HP:Beaten DP:Bursting MV:Strong - Hybrid: Beaten - Sharae: Critical >

You slash *Sharae*'s body.
*Sharae* panics, and attempts to flee!
*Sharae* leaves west riding a warhorse.

o R S HP:Beaten DP:Bursting MV:Strong >
*Sharae* has arrived from the west, riding a warhorse.
Hybrid barely pierces *Sharae*'s left foot.
*Sharae* panics, and attempts to flee!
[k light]
You slash *Sharae*'s body.

* R S HP:Beaten DP:Bursting MV:Strong - Hybrid: Beaten - Sharae: Critical >
w
No way! You're fighting for your life!

* R S HP:Beaten DP:Bursting MV:Strong - Hybrid: Beaten - Sharae: Critical >

*Sharae* leaves east riding a warhorse.

o R S HP:Beaten DP:Bursting MV:Strong >
e
[k light]
They aren't here.

o R S HP:Beaten DP:Bursting MV:Strong >
The Blight
The green of the forest to the south is almost invisible from here. 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. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: The Blight
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A small stick is lying on the ground here.



ZOOM TO DUSTY.....




o S HP:Beaten DP:Bursting MV:Tiring >
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 ]
Zone: Borderlands North of Fal Dara
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.

o S HP:Beaten DP:Bursting MV:Tiring >
w
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 ]
Zone: Borderlands North of Fal Dara
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A squat border stone juts from the soil.

o S HP:Beaten DP:Bursting MV:Tiring >
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 ]
Zone: Borderlands North of Fal Dara
Door south: Malkiergate
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
An iron lantern hangs from the wall above the gate.

* S HP:Beaten DP:Bursting MV:Tiring >
[pick gate]
You realize that the door is already open.

* S HP:Beaten DP:Bursting MV:Tiring >
[pick gate]
You realize that the door is already open.

* S HP:Beaten DP:Bursting MV:Tiring >
s
[open gate]
It's already open!

* S HP:Beaten DP:Bursting MV:Tiring >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice a torch is hidden here.
*Sharae* is standing here.
*Eldred* is standing here, riding a warhorse.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Beaten DP:Bursting MV:Tiring >
[k light]
You slash *Sharae*'s right arm hard.
*Sharae* panics, and attempts to flee!

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical >

A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
A flock of ravens caws 'Sevrin is at A Winding Road'
The Shienaran gatekeeper closes the Malkiergate.
The Shienaran gatekeeper locks the Malkiergate.
A Shienaran gate guard joins Sharae's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran guard joins a Shienaran gate guard's fight!
A city lamplighter has arrived from the west.

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical >
f
You panic and attempt to flee!

You flee head over heels.
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
[k light]
They aren't here.

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

o S HP:Beaten DP:Bursting MV:Tiring >
A Shienaran guard has arrived from the west.
[k light]
They aren't here.

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

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

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

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

o S HP:Beaten DP:Bursting MV:Tiring >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice a torch is hidden here.
A city lamplighter stands nearby, attending his duties.
*Eldred* is standing here, riding a warhorse.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Beaten DP:Bursting MV:Tiring >
f
[k light]
You slash *Eldred*'s right leg hard.

* S HP:Beaten DP:Bursting MV:Tiring - Eldred: Scratched >
*Sharae* has arrived from the west.
PANIC! You couldn't escape!

* S HP:Beaten DP:Bursting MV:Tiring - Eldred: Scratched >

*Sharae* slashes your left hand.

* S HP:Beaten DP:Bursting MV:Tiring - Eldred: Scratched >
You panic and attempt to flee!


A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
*Sharae* barely slashes your body.
A city lamplighter joins Sharae's fight!
A Shienaran gate guard joins Sharae's fight!
*Eldred* barely scythes your body.
A Shienaran guard has arrived from the east.
Hybrid narrates 'in?'

You flee head over heels.
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
[k light]
They aren't here.

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

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

o S HP:Beaten DP:Bursting MV:Tiring >
A Shienaran guard has arrived from the west.
[k light]
They aren't here.

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

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

o S HP:Beaten DP:Bursting MV:Tiring >
*Sharae* has arrived from the west.
[k light]
You try to slash *Sharae*, but she parries successfully.

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical >
[k light]
Ok.

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical > [k light]
Ok.

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical >

You slash *Sharae*'s body.
A Shienaran guard joins Sharae's fight!

* S HP:Beaten DP:Bursting MV:Tiring - Sharae: Critical >
bash


-
=
+
A city lamplighter has arrived from the west.

*
*
+
A Shienaran guard slashes your left leg.
You wish that your wounds would stop BLEEDING so much!

*Sharae* slashes your body.
You wish that your wounds would stop BLEEDING so much!

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


=
-

-
=
Your bash at *Sharae* sends her sprawling!
*Sharae* is mortally wounded, and will die soon, if not aided.

* S HP:Beaten DP:Bursting MV:Tiring >

A Shienaran guard slashes your head.
You wish that your wounds would stop BLEEDING so much!

A city lamplighter joins a Shienaran guard's fight!

* S HP:Beaten DP:Bursting MV:Tiring - a Shienaran guard: Healthy >
nar dead
You narrate 'dead'

* S HP:Beaten DP:Bursting MV:Tiring - a Shienaran guard: Healthy >
f
e
You panic and attempt to flee!

5
get all corpse

A city lamplighter hits your body.
You wish that your wounds would stop BLEEDING so much!

A Shienaran guard tickles your body with his slash.
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
Bend in the Road
The road here takes a sharp bend towards the south and west. The outewalls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

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

* S HP:Critical DP:Bursting MV:Tiring >
You don't have a corpse.

w
* S HP:Critical DP:Bursting MV:Tiring >
w
5
get all corpse
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.

o S HP:Critical DP:Bursting MV:Tiring >
Road Inside the City Walls
This large paved road lies on the perimeter of Fal Dara. To the west lies the
Malkier Gate and to the east the road takes a turn southward. Torches
line the walls providing light.
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
*Sharae* is standing here.
A Shienaran guard patrols here, watching you carefully.

* S HP:Critical DP:Bursting MV:Tiring >
You don't have a corpse.

* S HP:Critical DP:Bursting MV:Tiring >
get all.coins all.corpse
[k light]
You slash *Sharae*'s body very hard.
*Sharae* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
Your blood freezes as you hear *Sharae*'s death cry.

o S HP:Critical DP:Bursting MV:Tiring >
*Eldred* has arrived from the west, riding a warhorse.
You get eight gold crowns from the corpse of Sharae.
You get thirteen copper pennys from the corpse of Sharae.

* S HP:Critical DP:Bursting MV:Tiring >
get all corpse
f
change mood wimpy
f
A Shienaran guard tickles your head with his slash.
You wish that your wounds would stop BLEEDING so much!

A city lamplighter joins a Shienaran guard's fight!
A city lamplighter tickles your body with his hit.
You wish that your wounds would stop BLEEDING so much!

You slash a Shienaran guard's body hard.
A Shienaran guard barely slashes your body.
You wish that your wounds would stop BLEEDING so much!

Your heartbeat calms down more as you feel less panicked.
Hybrid narrates 'on 1n'
You get a pair of thick metal boots from the corpse of Sharae.
You get a pair of ebony-steel plate greaves from the corpse of Sharae.
You get a belt with a buckle of cuendillar from the corpse of Sharae.
You get an ivory and gold-hilted longsword from the corpse of Sharae.
You get a silver etched shield from the corpse of Sharae.
You get a sungwood bracelet from the corpse of Sharae.
You get a sungwood bracelet from the corpse of Sharae.
You get a pair of heavy metal gauntlets from the corpse of Sharae.
You get a pair of ebony-steel plate vambraces from the corpse of Sharae.
You get a backpack from the corpse of Sharae.
a thick, steel-plated breastplate: You can't carry that much weight.
You get a torc of gleaming steel from the corpse of Sharae.
You get a torc of gleaming steel from the corpse of Sharae.
You get a full metal helmet and visor from the corpse of Sharae.
You get a gold ring delicately carved with ivy from the corpse of Sharae.
You get a gold ring delicately carved with ivy from the corpse of Sharae.
You get a lantern from the corpse of Sharae.

* S HP:Critical DP:Bursting MV:Tiring - a Shienaran guard: Scratched > PANIC! You couldn't escape!


s
* S HP:Critical DP:Bursting MV:Tiring - a Shienaran guard: Scratched >
Mood changed to: Wimpy

s
* S HP:Critical DP:Bursting MV:Tiring - a Shienaran guard: Scratched >
You panic and attempt to flee!

e
You flee head over heels.
Road Inside the City Walls
The walls of Fal Dara tower above you. The trash and all garbage has been
cleared well away from the walls, eliminating any hiding spots. To the east
the wall stretches on before turning south, and to the west lies the road
and eventually the Malkier Gate.
[ obvious exits: E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
Bend in the Road
The road here takes a sharp bend towards the south and west. The outer
walls of the city lie to the north and west. The walls have been cleared
of all vegetation, eliminating any hiding spots.
[ obvious exits: S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

* S HP:Critical DP:Bursting MV:Tiring >
e
Road Inside the City Walls
You are just inside the city walls along the eastern part of Fal Dara's
outer road. The road stretches off to the north and south with a large gate
to the south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

o S HP:Critical DP:Bursting MV:Tiring >
e
Inside the East Gate
To the east looms a large iron gate built into the stone wall surrounding
the city. The brush and all vegetation has been cleared well away from
the walls, eliminating any hiding spots. A paved road stretchs to the north and
south leading into the city.
[ obvious exits: N E S ]
Zone: Fal Dara
Door east: gate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A shady merchant surreptitiously counts a stack of coins here.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran gatekeeper stands here, watching over the gate.

o S HP:Critical DP:Bursting MV:Tiring >
A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
The gate seems to be closed.

o S HP:Critical DP:Bursting MV:Tiring >
The gate seems to be closed.

s
o S HP:Critical DP:Bursting MV:Tiring >
s
The gate seems to be closed.

o S HP:Critical DP:Bursting MV:Tiring >
Road Inside the City Walls
This large paved road leads to the eastern gate of Fal Dara. The brush and
vegetation has been cleared well away from the walls, eliminating any
hiding spots. The wall surrounds the whole town and stretches on to the
north and south.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

f
o S HP:Critical DP:Bursting MV:Tiring >
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.

o S HP:Critical DP:Bursting MV:Tiring >
A Small Cabin
This simple but well crafted cabin is home to Hurin the Sniffer. Other
than a bed and dresser there are few things of interest here. This cabin
is rarely used as Hurin is usually out tracking down criminals.
[ obvious exits: W ]
Zone: Fal Dara
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.
A mangy cat scurries around trying not to get stepped on.
Hurin the Sniffer is here, smelling the air.

* S HP:Critical DP:Bursting MV:Tiring >
w
s
Road to the East Gate
Pine trees lend this back road an invigorating air while giving it a little
distance from the press of humanity. The area retains a feel of the wild
woods, even though it is within the city walls. A well-crafted cabin lies off
to the east, sheltered by the great pines.
[ obvious exits: N E S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.

o S HP:Critical DP:Bursting MV:Tiring >
s
Side Road
As the commercial district is left behind, small houses spring up along this
stretch of road. It appears that the road turns along behind the castle off
to the east.
[ obvious exits: N W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A hunter from Illian searches for the fabled Horn of Valere.
A gleeman is here, wearing a cloak of different colored patches.

* S HP:Critical DP:Bursting MV:Winded >
Alas, you cannot go that way...

w
* S HP:Critical DP:Bursting MV:Winded >
w
w
End of Merchant's Row
The strip of shops seems to coming to an end as you approach the city walls.
On the southern side of the street lies a tailor's shop.
[ obvious exits: E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.

o S HP:Critical DP:Bursting MV:Winded >
Merchant's Row
The line of shops continues down this road. To the north is a grocer's store
that appears to be quite popular. Townspeople and servants in black and gold
move both in and out of the store.
[ obvious exits: N E W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A mangy cat scurries around trying not to get stepped on.

o S HP:Critical DP:Bursting MV:Winded >
sc
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
The Fal Dara town crier stands here, spreading the news.

* S HP:Critical DP:Bursting MV:Winded >
You have 55(400) hit, 128(128) dark power and 127(277) movement points.
You have scored 102666114 experience points and 75 quest points.
You need 833886 exp to level and 125 qp to rank.
You have amassed 297 Turn points to date.
You have played 56 days and 19 hours (real time).
This ranks you as Ghast the Cor'sam [Myrddraal 2] (Level 49).
You are standing.

* S HP:Critical DP:Bursting MV:Winded >
w
w
w
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.

w
* S HP:Critical DP:Bursting MV:Winded > An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.

* S HP:Critical DP:Bursting MV:Winded >
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A man meanders here, quietly speaking to himself.

* S HP:Critical DP:Bursting MV:Winded >
Alas, you cannot go that way...

* S HP:Critical DP:Bursting MV:Winded >
n
n
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.
An elite Shienaran guard attends his duties.

* S HP:Critical DP:Bursting MV:Winded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* S HP:Critical DP:Bursting MV:Winded >
[pick gate]
The lock quickly yields to your skills.

* S HP:Critical DP:Bursting MV:Winded >
w
[pick gate]
Oh.. it wasn't locked at all.

c
* S HP:Critical DP:Bursting MV:Winded >
An elite Shienaran guard has arrived from the south.
An elite Shienaran guard barely slashes your left leg.
You wish that your wounds would stop BLEEDING so much!

A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
The Shienaran gatekeeper joins an elite Shienaran guard's fight!
[open gate]
Ok.

* S HP:Critical DP:Bursting MV:Winded - an elite Shienaran guard: Healthy >
No way! You're fighting for your life!

* S HP:Critical DP:Bursting MV:Winded - an elite Shienaran guard: Healthy >
[close gate]
Ok.

* S HP:Critical DP:Bursting MV:Winded - an elite Shienaran guard: Healthy >
f
You panic and attempt to flee!


The Shienaran gatekeeper tickles your head with his slash.
You wish that your wounds would stop BLEEDING so much!

A Shienaran gate guard barely slashes your body.
You wish that your wounds would stop BLEEDING so much!

A Shienaran gate guard slashes your right leg.
You wish that your wounds would stop BLEEDING so much!

A Shienaran gate guard tickles your body with his slash.
You wish that your wounds would stop BLEEDING so much!

A Shienaran gate guard barely slashes your body.
You wish that your wounds would stop BLEEDING so much!

An elite Shienaran guard slashes your left leg.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
Road Inside the City Walls
You stand inside the thick city battlements of the town of Fal Dara. The
walls stretching off to the north and south are easily thirty feet high,
and you can occasionally see a guard poke his head over to peer down at
you. There is a small plaque posted on the wall to the right of the gate.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Critical DP:Bursting MV:Winded >

An elite Shienaran guard has arrived from the south.

* S HP:Critical DP:Bursting MV:Winded >
s
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

w
* S HP:Critical DP:Bursting MV:Winded >
s
A Shienaran gate guard bellows 'Argh! The foul beast Ghast has been spotted!'
An elite Shienaran guard has arrived from the north.
The DogGate seems to be closed.

* S HP:Critical DP:Bursting MV:Winded >
[open gate]
Ok.

* S HP:Critical DP:Bursting MV:Winded >
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Critical DP:Bursting MV:Winded >
s
An elite Shienaran guard has arrived from the north.
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A man meanders here, quietly speaking to himself.

* S HP:Critical DP:Bursting MV:Winded >
n
sc
Road Inside the City Walls
This huge stone road runs to the north and south. Just to the north
lies the Dog Gate and the road to the south takes a sharp bend eastward.
Torches line the wall providing dim but adequate light.
[ obvious exits: N S ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Shienaran guard attends his duties.
A run-down looking man wanders aimlessly, collecting lost belongings.
A run-down looking man wanders aimlessly, collecting lost belongings.

* S HP:Critical DP:Bursting MV:Winded > The master of scouts bellows 'Incoming message!!'
You have 14(400) hit, 128(128) dark power and 97(277) movement points.
You have scored 102666114 experience points and 75 quest points.
You need 833886 exp to level and 125 qp to rank.
You have amassed 297 Turn points to date.
You have played 56 days and 19 hours (real time).
This ranks you as Ghast the Cor'sam [Myrddraal 2] (Level 49).
You are standing.

* S HP:Critical DP:Bursting MV:Winded >

Hybrid narrates '2n 2w'

* S HP:Critical DP:Bursting MV:Winded >

The master of scouts bellows 'Hybrid was spotted Tarwins Gap'
An elite Shienaran guard tickles your body with his slash.
You wish that your wounds would stop BLEEDING so much!

The Fal Dara alarm horn sounds loudly.

* S HP:Critical DP:Bursting MV:Winded - an elite Shienaran guard: Healthy >
f

You try to slash an elite Shienaran guard, but he parries successfully.
An elite Shienaran guard barely slashes your left leg.
You wish that your wounds would stop BLEEDING so much!


s
* S HP:Critical DP:Bursting MV:Winded - an elite Shienaran guard: Healthy > You
panic and attempt to flee!

s
s

Hybrid narrates '1n'

You flee head over heels.
Bend in the Road
This large paved road takes a sharp bend to the north and east. The
outer wall of the city lies to the west and has been cleared of all
vegetation. To the north the road stretches on and to the east it leads
back into the city.
[ obvious exits: N E ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A man meanders here, quietly speaking to himself.
Alas, you cannot go that way...

* S HP:Critical DP:Bursting MV:Winded >
Alas, you cannot go that way...

* S HP:Critical DP:Bursting MV:Winded >
Alas, you cannot go that way...

* S HP:Critical DP:Bursting MV:Winded >
e
s
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.

* S HP:Critical DP:Bursting MV:Winded >
The Lord's Stable
Rows of shelves line the front of this shop, filled with various tools
and supplies necessary for the care of horses. Behind a large wooden
counter stand open double doors leading to a stable with several stalls
containing fine horses that can be purchased.
[ obvious exits: N ]
Zone: Fal Dara
An iron lantern hangs from the wall above the gate.
A man walks among the horses here feeding them and rubbing them down.
A shaggy brown mare stands here.
Surrounded by leather and metal, a saddler works here.
A horse dealer stands here, making shifty deals.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* S HP:Critical DP:Bursting MV:Winded >
n
e
s
An Empty Square
A cold breeze blows through this abandoned square. The boarded up shops and
empty houses hint at the increasing strain the Borderlands face while they
keep back the Blight.
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: olddoor
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.

e
* S HP:Critical DP:Bursting MV:Winded >
Merchants Row
This street is part of the commercial district of Fal Dara. To the north lies
an inn called "The Peaceful Knight's Rest" and to the south lies a tavern full
of cheer. To the east lies the main road to the keep, and to the west lies a
small square that appears quite empty.
[ obvious exits: N E S W ]
Zone: Fal Dara
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A gray palfrey prances skittishly nearby.

* S HP:Critical DP:Bursting MV:Weary >
The Stooping Hawk
This tavern is full of noisy men and women, drinking strong ale and wine.
Despite the rowdiness of the men, they always tone it down whenever a woman
glances their way. You also notice that the men aren't as crass with the
barmaids as in other towns. Once in a while someone shouts some abuse at
the world in general, and scribbles something on the board without thinking
it through. A six-sided dice lies on one of the tables.
[ obvious exits: N E ]
Zone: Fal Dara
An anxious young man hovers near his master here.
A good humored broker stands here, conducting his trades.
A shapely young woman skillfully weaves amongst the chaos, taking orders.
A sullen man is hunched over a tankard, sipping his ale.
A bartender serves customers with a greedy smile.

* S HP:Critical DP:Bursting MV:Weary >
Hybrid narrates 'in'
The Kitchen of the Stooping Hawk
The hustle and bustle of the tavern find their true level here. Crowded
into this tiny room off of the common area are several large, oaken
casks of ale and wines, as well as numerous pots and pans hanging from
the ceiling. Sausages and chickens hang from ropes, within easy reach
of the fires, while stacks of wooden plates alternate between clean and
dirty or somewhere in-between.
[ obvious exits: W ]
Zone: Fal Dara
An oven stands here, radiating a dry heat.

re
* S HP:Critical DP:Bursting MV:Weary >
You sit down and rest your tired bones.

* S HP:Critical DP:Bursting MV:Weary >
sc
You have 5(400) hit, 128(128) dark power and 78(277) movement points.
You have scored 102666114 experience points and 75 quest points.
You need 833886 exp to level and 125 qp to rank.
You have amassed 297 Turn points to date.
You have played 56 days and 19 hours (real time).
This ranks you as Ghast the Cor'sam [Myrddraal 2] (Level 49).
You are resting.


Then I waited a tic or two and ran out dog.

Ghast
Posts: 98
Joined: Tue Aug 01, 2017 10:19 pm

Re: Crit kills

Post by Ghast » Fri Sep 23, 2022 5:06 pm

Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Lynera* is standing here, riding a gray palfrey.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Hurt DP:Strong MV:Fresh >
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Hurt DP:Strong MV:Fresh >
Path Junction
Two paths run into each other here. To the north, you can see little more than
a dark hole under the trees, although you can tell that there is a path there.
To the east and west, this path continues, and you can just barely see what
seems to be a clearing to the east.
[ obvious exits: N E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A Shienaran sergeant watches for the enemy here.

* R S HP:Hurt DP:Strong MV:Fresh >
e
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Hurt DP:Strong MV:Fresh >
[k light]
They aren't here.

* R S HP:Hurt DP:Strong MV:Fresh >
[k light]
They aren't here.

* R S HP:Hurt DP:Strong MV:Fresh >
[k light]
They aren't here.

* R S HP:Hurt DP:Strong MV:Fresh >
[k light]
They aren't here.

* R S HP:Hurt DP:Strong MV:Fresh >
l
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Hurt DP:Strong MV:Fresh >
e
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Lynera* is standing here, riding a gray palfrey.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Hurt DP:Strong MV:Fresh >
[k light]
You try to slash *Lynera*, but she parries successfully.

* R S HP:Hurt DP:Strong MV:Fresh - Lynera: Wounded >
[bash h.light]


-
=
+
*
*
+
=
-

-
=
Your bash at *Lynera* sends her sprawling!

* R S HP:Hurt DP:Strong MV:Fresh - Lynera: Wounded >

You slash *Lynera*'s body into bloody fragments!
Lord Kajin barely blasts your body.
A sergeant has arrived from the south.

* R S HP:Hurt DP:Strong MV:Fresh - Lynera: Wounded >

A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!

* R S HP:Hurt DP:Strong MV:Fresh - Lynera: Wounded >

A member of the Lancer cavalry slashes your right leg.
A member of the Lancer cavalry slashes your left leg.
A member of the Lancer cavalry barely slashes your body.
A member of the Lancer cavalry barely slashes your left foot.
A sergeant barely pounds your right leg.
Lord Kajin blasts your left arm.
You slash *Lynera*'s right arm into bloody fragments!
*Lynera* panics, and attempts to flee!

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >

*Lynera* leaves north riding a gray palfrey.

change mood wimpy
* R S HP:Wounded DP:Strong MV:Fresh - a sergeant: Scratched >
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Wounded DP:Strong MV:Fresh - a sergeant: Scratched >
You panic and attempt to flee!

You flee head over heels.
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A Shienaran sergeant watches for the enemy here.
[k light]
They aren't here.

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

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

* R S HP:Wounded DP:Strong MV:Fresh >

A sergeant bellows 'The myrddraal Ghast has been spotted!'

e
* R S HP:Wounded DP:Strong MV:Fresh >
s
s
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

s
s
* R S HP:Wounded DP:Strong MV:Fresh > *Lynera* has arrived from the north, riding a gray palfrey.
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

s
* R S HP:Wounded DP:Strong MV:Fresh >
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A tough Shienaran soldier waits here.

s
* R S HP:Wounded DP:Strong MV:Fresh >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.
There are some tracks of a humanoid leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Wounded DP:Strong MV:Fresh >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Wounded DP:Strong MV:Fresh >
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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A gray palfrey prances skittishly nearby.

* R S HP:Wounded DP:Strong MV:Fresh >
Alas, you cannot go that way...

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

* R S HP:Wounded DP:Strong MV:Fresh >
change mood brave
Mood changed to: Brave
Wimpy reset to: 120 hit points.

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

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

* R S HP:Wounded DP:Strong MV:Fresh >
Players in your Zone
--------------------
Ghast - The Dusty Road

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

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

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

* R S HP:Wounded DP:Strong MV:Fresh >
n
n
n
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

n
* R S HP:Wounded DP:Strong MV:Fresh >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Wounded DP:Strong MV:Fresh > Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A tough Shienaran soldier waits here.

* R S HP:Wounded DP:Strong MV:Fresh >
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

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

* R S HP:Wounded DP:Strong MV:Fresh >
n
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
*Lynera* is standing here, riding a gray palfrey.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Wounded DP:Strong MV:Fresh >
[k light]
You try to slash *Lynera*, but she parries successfully.

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >
[bash h.light]


-
=
+
*
*
+
=
-

-
=
Your bash at *Lynera* sends her sprawling!
*Lynera* panics, and attempts to flee!

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >

A sergeant says 'You Ghast!!! You will die before your time!! '
A sergeant barely pounds your head.
A member of the Lancer cavalry joins a sergeant's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
Lord Kajin blasts your body.
A member of the Lancer cavalry slashes your right leg.
A member of the Lancer cavalry barely slashes your left arm.
A member of the Lancer cavalry tickles your head with his slash.
A member of the Lancer cavalry slashes your head.
A sergeant barely pounds your right hand.
You slash *Lynera*'s body into bloody fragments!
Your heartbeat calms down more as you feel less panicked.

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >
change mood wimpy
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >
You panic and attempt to flee!

You flee head over heels.
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A Shienaran sergeant watches for the enemy here.
[k light]
They aren't here.

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

* R S HP:Wounded DP:Strong MV:Fresh >
A sergeant bellows 'The myrddraal Ghast has been spotted!'
[k light]
They aren't here.

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

change mood brave
* R S HP:Wounded DP:Strong MV:Fresh >
e
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* R S HP:Wounded DP:Strong MV:Fresh >
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A raven is here, watching.
*Lynera* is standing here, riding a gray palfrey.
A Shienaran sergeant watches for the enemy here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Wounded DP:Strong MV:Fresh >
[k light]
You try to slash *Lynera*, but she parries successfully.

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >
[bash h.light]


A sergeant bellows 'The myrddraal Ghast has been spotted!'

-
=
+
*
*
+
=
-

-
You gasp in pain as streaks of fire from *Lynera* burn your body!

=
Your bash at *Lynera* sends her sprawling!
*Lynera* panics, and attempts to flee!

* R S HP:Wounded DP:Strong MV:Fresh - Lynera: Battered >

You slash *Lynera*'s body into bloody fragments!
A sergeant says 'You Ghast!!! You will die before your time!! '
A sergeant barely pounds your body.
A member of the Lancer cavalry joins a sergeant's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
A member of the Lancer cavalry joins a member of the Lancer cavalry's fight!
Lord Kajin joins a member of the Lancer cavalry's fight!
A sergeant has arrived from the west.

* R S HP:Battered DP:Strong MV:Fresh - Lynera: Beaten >

*Lynera* leaves east riding a gray palfrey.

* R S HP:Battered DP:Strong MV:Fresh - a sergeant: Scratched >
change mood wimpy

You slash a sergeant's body extremely hard.
A sergeant barely pounds your right leg.
Lord Kajin blasts your head.
A member of the Lancer cavalry slashes your left foot.
A member of the Lancer cavalry slashes your body.
A member of the Lancer cavalry barely slashes your head.
A member of the Lancer cavalry tickles your left foot with his slash.
A sergeant barely pounds your body.

* R S HP:Battered DP:Strong MV:Fresh - a sergeant: Scratched >
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Battered DP:Strong MV:Fresh - a sergeant: Scratched >
*Lynera* has arrived from the east, riding a gray palfrey.
You panic and attempt to flee!


*Lynera* strikes your body.

You flee head over heels.
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
[k light]
They aren't here.

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

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

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

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

* R S HP:Battered DP:Strong MV:Fresh >
change mood brave
Mood changed to: Brave
Wimpy reset to: 120 hit points.

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

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

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

* R S HP:Battered DP:Strong MV:Fresh >
A sergeant has arrived from the east.
A sergeant has arrived from the east.
[k light]
They aren't here.

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

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

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

e
* R S HP:Battered DP:Strong MV:Fresh >
*Lynera* has arrived from the east, riding a gray palfrey.
A raven has arrived from the east.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

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

* R S HP:Battered DP:Strong MV:Fresh >
A raven caws 'Lynera is at End of Branch Path'
Lord Kajin blasts your left foot.
[bash h.light]
Bash who?

* R S HP:Battered DP:Strong MV:Fresh - Lord Kajin: Healthy >
w
You slash Lord Kajin's head extremely hard.
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
Lord Kajin blasts your body.
No way! You're fighting for your life!

* R S HP:Battered DP:Strong MV:Fresh - Lord Kajin: Healthy >
change mood wimpy
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Battered DP:Strong MV:Fresh - Lord Kajin: Healthy >
You panic and attempt to flee!

You flee head over heels.
Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A chestnut stallion trots about.
[k light]
They aren't here.

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

* R S HP:Battered DP:Strong MV:Fresh >
change mood brave
Mood changed to: Brave
Wimpy reset to: 120 hit points.

s
* R S HP:Battered DP:Strong MV:Fresh >
w
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Battered DP:Strong MV:Fresh >
End of Branch Path
You stand at the entrance to a clearing that is obviously being used as a
campsite. The trees overhead separate enough that you can see the sky here,
and signs of recent habitation abound. New footprints are all over the path,
as well as the signs of objects being dragged around. To the west, the path
continues into the forest.
[ obvious exits: E W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A raven is here, watching.
*Lynera* is standing here, riding a gray palfrey.
A Shienaran sergeant watches for the enemy here.
A Shienaran sergeant watches for the enemy here.

* R S HP:Battered DP:Strong MV:Fresh >
*Lynera* strikes your body.
[k light]
Ok.

* R S HP:Battered DP:Strong MV:Fresh - Lynera: Beaten >
[k light]
Ok.

* R S HP:Battered DP:Strong MV:Fresh - Lynera: Beaten >
You try to slash *Lynera*, but she deflects the blow.
A sergeant joins Lynera's fight!
A sergeant joins a sergeant's fight!
*Lynera* strikes your right foot.
PANIC! You couldn't escape!
[bash h.light]


Cancelled.
PANIC! You couldn't escape!

* R S HP:Beaten DP:Strong MV:Fresh - Lynera: Beaten >
PANIC! You couldn't escape!

* R S HP:Beaten DP:Strong MV:Fresh - Lynera: Beaten >
You panic and attempt to flee!


You gasp in pain as streaks of fire from *Lynera* burn your body!


A sergeant tickles your left arm with his pound.
You wish that your wounds would stop BLEEDING so much!

A sergeant pounds your body.
You wish that your wounds would stop BLEEDING so much!

*Lynera* tickles your head with her strike.
You wish that your wounds would stop BLEEDING so much!


change mood wimpy

You flee head over heels.
Campsite
Here, you stand in a clearing that is pretty obviously inhabited. Looking
around, you spot the ring of stones in the center of the clearing where there
was obviously a very recent campfire, as well as the many and varied booted
tracks in the dirt of the clearing. It looks like a pretty big group of men
use this clearing as a camp.
[ obvious exits: N E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.

* R S HP:Beaten DP:Strong MV:Fresh >
s
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Beaten DP:Strong MV:Fresh >
s
s
Entrance to Campsite
There are many fresh tracks here, leading towards the south, down the path.
The trees abruptly come to an end around you as you reach the end of the path.
You can see a large campsite to the north, and you can clearly see the signs
of very recent habitation. To the south, the path continues into the woods.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

s
s
* R S HP:Beaten DP:Strong MV:Fresh >
Little Path
The trees above you are starting to grow together again, but you can still see
the sky through them. To the south, the path gets dark as the trees block out
all light, but to the north, you can see a clearing through the trees.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A tough Shienaran soldier waits here.

* R S HP:Beaten DP:Strong MV:Fresh >
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Beaten DP:Strong MV:Fresh >
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Beaten DP:Strong MV:Fresh >
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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A gray palfrey prances skittishly nearby.

* R S HP:Beaten DP:Strong MV:Fresh >
s
Alas, you cannot go that way...

change mood brave
* R S HP:Beaten DP:Strong MV:Fresh >
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* R S HP:Beaten DP:Strong MV:Fresh >
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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Beaten DP:Strong MV:Fresh >
w
where
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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A squat border stone juts from the soil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Beaten DP:Strong MV:Fresh >
Players in your Zone
--------------------
Ghast - The Dusty Road

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

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

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

e
* R S HP:Beaten DP:Strong MV:Fresh >
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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Beaten DP:Strong MV:Fresh > 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 ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
A gray palfrey prances skittishly nearby.

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

* R S HP:Beaten DP:Strong MV:Fresh >
change wimpy 0
You won't flee from any fight now.

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

* R S HP:Beaten DP:Strong MV:Fresh >
change mood brave
Mood changed to: Brave

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

* R S HP:Beaten DP:Strong MV:Fresh >
n
Hedge Path
This is a strange spot. You can see the road to the south clearly, but you get
the feeling that they can't see you, due to the darkness, the trees, and most
especially, the 'gate' that blocks this path. There are signs that the bandits
wait here to ambush travelers on the road.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

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

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

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

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

* R S HP:Beaten DP:Strong MV:Fresh >

*Lynera* has arrived from the north, riding a gray palfrey.

* R S HP:Beaten DP:Strong MV:Fresh >

*Lynera* leaves south riding a gray palfrey.

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

* R S HP:Beaten DP:Strong MV:Fresh >
*Lynera* has arrived from the south, riding a gray palfrey.
[k light]
You try to slash *Lynera*, but she parries successfully.

* R S HP:Beaten DP:Strong MV:Fresh - Lynera: Beaten >
[k light]
Ok.

* R S HP:Beaten DP:Strong MV:Fresh - Lynera: Beaten >
change mood wimpy
f
Mood changed to: Wimpy

* R S HP:Beaten DP:Strong MV:Fresh - Lynera: Beaten >
You panic and attempt to flee!


You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Lynera* burn your body!


You flee head over heels.
Little Path
This path is a rough, but well-traveled path. You can see lots of footprints
that no one has bothered to erase and hide, and the trees looming overhead
block any and all light from entering. To the south, you can see a very dark
alcove, and to the north, you can barely make out the end of this path and a
clearing.
[ obvious exits: N S ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.

* R S HP:Critical DP:Strong MV:Fresh >
change mood berserk
Mood changed to: Berserk

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

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

* R S HP:Critical DP:Strong MV:Full >
[bash h.light]
Bash who?

* R S HP:Critical DP:Strong MV:Full >
[bash h.light]
Bash who?

* R S HP:Critical DP:Strong MV:Full >
Your heartbeat calms down more as you feel less panicked.
[bash h.light]
Bash who?

* R S HP:Critical DP:Strong MV:Full >

*Lynera* has arrived from the south, riding a gray palfrey.

* R S HP:Critical DP:Strong MV:Full >
[bash h.light]


-
*Lynera* strikes your body.
You wish that your wounds would stop BLEEDING so much!


=
+
*
*
+
=
-

-
=
Your bash at *Lynera* sends her sprawling!
*Lynera* panics, and attempts to flee!

* R S HP:Critical DP:Strong MV:Full - Lynera: Beaten >

You slash *Lynera*'s body into bloody fragments!
You slash *Lynera*'s left leg into bloody fragments!
*Lynera* 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 *Lynera*'s death cry.

* R S HP:Critical DP:Strong MV:Full >
change mood wimpy
change mood wimpy
change mood wimpy
You try to calm down, but can't.

change mood wimpy
* R S HP:Critical DP:Strong MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Critical DP:Strong MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Critical DP:Strong MV:Full >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* R S HP:Critical DP:Strong MV:Full >
nar rip lynera
You narrate 'rip lynera'

5
get all corpse
* R S HP:Critical DP:Strong MV:Full >
You get a water skin from the corpse of Lynera.
You get a mirrored lantern from the corpse of Lynera.
You get ten gold crowns from the corpse of Lynera.
You get an apple from the corpse of Lynera.
You get an apple from the corpse of Lynera.
You get an apple from the corpse of Lynera.
You get a black pair of silver-tooled boots from the corpse of Lynera.
You get a pair of earthen colored breeches from the corpse of Lynera.
You get a belt with a buckle of cuendillar from the corpse of Lynera.
You get a staff of sungwood from the corpse of Lynera.
You get a silver Kandori wristcuff from the corpse of Lynera.
You get a silver Kandori wristcuff from the corpse of Lynera.
You get a pair of dark gloves from the corpse of Lynera.
You get a pair of tooled leather sleeves from the corpse of Lynera.
You get a backpack from the corpse of Lynera.
You get a bearskin tunic from the corpse of Lynera.
You get a Kandori snowflake necklace from the corpse of Lynera.
You get a Kandori snowflake necklace from the corpse of Lynera.
You get a camouflaged hood from the corpse of Lynera.
You get a jade signet ring from the corpse of Lynera.
You get an emerald ring from the corpse of Lynera.

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