Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Post Reply
Eol
Posts: 704
Joined: Mon Aug 31, 2015 10:34 pm

Re: Crit kills

Post by Eol » Wed Feb 22, 2023 7:25 pm

Great log and hey - its a Noikkor!

jeb
Posts: 41
Joined: Wed Dec 28, 2022 3:35 pm

Re: Crit kills

Post by jeb » Sat Mar 25, 2023 12:21 pm

Walking Through the Orchard
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
Eldrenia has arrived from the south, riding a warhorse.

* R HP:Beaten MV:Strong > You try to pound *Trill*, but he parries successfully.

* R HP:Beaten MV:Strong - Trill: Wounded >

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

You try to pound *Trill*, but he deflects the blow.
*Trill* swiftly dodges Eldrenia's attempt to strike him.

* R HP:Critical MV:Strong - Trill: Wounded > You are a 26 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.2 lbs and wearing 79.5 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 1, Parrying bonus: 26
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 83% on average.

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

* R HP:Critical MV:Strong - Trill: Wounded >
Mood changed to: Brave

* R HP:Critical MV:Strong - Trill: Wounded > - = + * * +
Eldrenia tries to strike *Trill*, but he deflects the blow.
*Trill* pierces your body.
You wish that your wounds would stop BLEEDING so much!

Eldrenia releases streaks of Fire at *Trill*, who screams in pain.

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

* R HP:Critical MV:Strong - Trill: Battered >
You narrate '1n ragan trill bashed'


* R HP:Critical MV:Strong - Trill: Battered > The temperature is about 85 degrees.
The sky is cloudy, and a calm wind comes from the south.

* R HP:Critical MV:Strong - Trill: Battered >
You pound *Trill*'s body into bloody fragments!

* R HP:Critical MV:Strong - Trill: Battered >

Eldrenia releases streaks of Fire at *Trill*, who screams in pain.

* R HP:Critical MV:Strong - Trill: Battered >
Fields: autotrack, description, email, passphrase, mood, spam, title, wimpy.

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

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

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

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


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

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

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

* R HP:Critical MV:Strong - Trill: Battered >
You do the best you can!
Fermin pierces *Trill*'s right arm extremely hard.


* R HP:Critical MV:Strong - Trill: Beaten > You do the best you can!


* R HP:Critical MV:Strong - Trill: Beaten > Fermin pierces *Trill*'s right arm into bloody fragments!
You pound *Trill*'s body into bloody fragments!
You do the best you can!

* R HP:Critical MV:Strong - Trill: Critical > You do the best you can!

* R HP:Critical MV:Strong - Trill: Critical >
Eldrenia releases streaks of Fire at *Trill*, who screams in pain.

* R HP:Critical MV:Strong - Trill: Critical >
*Trill* assumes a defensive striking posture.

* R HP:Critical MV:Strong - Trill: Critical >
*Trill* panics, and attempts to flee!

* R HP:Critical MV:Strong - Trill: Critical >


You do the best you can!

* R HP:Critical MV:Strong - Trill: Critical >
You do the best you can!

* R HP:Critical MV:Strong - Trill: Critical > Fermin tries to pierce *Trill*, but he parries successfully.
You pound *Trill*'s left leg into bloody fragments!
*Trill* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Trill*'s death cry.

jeb
Posts: 41
Joined: Wed Dec 28, 2022 3:35 pm

Re: Crit kills

Post by jeb » Sat Mar 25, 2023 12:23 pm

The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Turg* is here, fighting a Shienaran forward scout, riding a shadow stallion.
A Shienaran forward scout is here, fighting Turg.
A Shienaran forward scout is here, fighting Turg.
A Shienaran forward scout is here, fighting Turg.
A Shienaran forward scout is here, fighting Turg.
Ragan is here, fighting Turg.

* R HP:Beaten MV:Tiring >
Ragan slices Turg's right leg hard.
*Turg* gazes deeply at a Shienaran forward scout...
A Shienaran forward scout looks very strange, glaring about with a sense of panic.
*Turg* slashes a Shienaran forward scout's body into bloody fragments!
A Shienaran forward scout barely slashes Turg's head.
A Shienaran forward scout slashes Turg's right leg hard.
A Shienaran forward scout slashes Turg's head.
A Shienaran forward scout slashes Turg's body.

* R HP:Beaten MV:Tiring >

You pound *Turg*'s body.

* R HP:Beaten MV:Tiring - a Shienaran forward scout: Hurt - Turg: Wounded > #Ok. $berserk is now set to { HP}.
Mood changed to: Brave

* R HP:Beaten MV:Tiring - a Shienaran forward scout: Hurt - Turg: Wounded >

*Turg* panics, and attempts to flee!

- =
Fermin pierces *Turg*'s body.

+ *
*Turg* panics, and attempts to flee!

*
Fermin pierces *Turg*'s right leg hard.
Ragan slices Turg's body hard.
*Turg* gazes deeply at a Shienaran forward scout...
A Shienaran forward scout looks very strange, glaring about with a sense of panic.
*Turg* tries to slash a Shienaran forward scout, but he deflects the blow.
A Shienaran forward scout tries to slash Turg, but he deflects the blow.
A Shienaran forward scout tries to slash Turg, but he parries successfully.
A Shienaran forward scout barely slashes Turg's left arm.
A Shienaran forward scout slashes Turg's body.
*Turg* leaves east riding a shadow stallion.

+ = - - =
They're not here anymore!

* R HP:Beaten MV:Tiring >
On the Stone Steps
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Turg* is standing here, riding a shadow stallion.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.
*Turg* slashes your body.
You wish that your wounds would stop BLEEDING so much!


* R HP:Beaten MV:Tiring - Turg: Wounded > You do the best you can!

* R HP:Beaten MV:Tiring - Turg: Wounded >
*Turg* slashes your left arm.
You wish that your wounds would stop BLEEDING so much!


- = + *
Fermin tells you 'he e'

* + = -
Fermin pierces *Turg*'s left leg hard.

- =
Fermin pierces *Turg*'s body.
You pound *Turg*'s body hard.
*Turg* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!

Your bash at *Turg* sends him sprawling!

* R HP:Critical MV:Tiring - Turg: Wounded >
You narrate '1e bashed'

* R HP:Critical MV:Tiring - Turg: Wounded >

Players in your Zone
--------------------
Fermin - On the Stone Steps
Jeb - On the Stone Steps

* R HP:Critical MV:Tiring - Turg: Wounded >
On the Stone Steps
The stairs leading up to the entrance are made of the same stone that the
monastery was built with. There are thirteen steps up to what once was a
gate, but now is only a gateway. Bones and marks of blades on the steps are
witness of some fight taking place here long ago. To the west there is a
yard, and to the east the gaping hole that was once the entrance to the
monastery awaits.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
Fermin from Two Rivers is here, fighting Turg.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Turg* is sitting here, riding a shadow stallion.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.

* R HP:Critical MV:Tiring - Turg: Wounded > #Ok. $berserk is now set to { HP}.
Mood changed to: Brave

* R HP:Critical MV:Tiring - Turg: Wounded >
Fermin pierces *Turg*'s body.
You pound *Turg*'s left arm hard.
Arglebargle, glop-glyf!?!

* R HP:Critical MV:Tiring - Turg: Battered >

Fermin pierces *Turg*'s body.

* R HP:Critical MV:Tiring - Turg: Battered >
You won't flee from any fight now.

* R HP:Critical MV:Tiring - Turg: Battered > They already seem to be stunned.

* R HP:Critical MV:Tiring - Turg: Battered >
They already seem to be stunned.

* R HP:Critical MV:Tiring - Turg: Battered >
They already seem to be stunned.

* R HP:Critical MV:Tiring - Turg: Battered >
Fermin pierces *Turg*'s head.
You pound *Turg*'s right hand hard.
*Turg* gazes deeply into your soul.. very chilling.
You feel very paranoid about your surroundings.
*Turg* slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Tiring - Turg: Battered >
Fight!? Are you crazy?? You can barely hold yourself together.

* R HP:Critical MV:Tiring - Turg: Battered >
- = + *
Fermin tries to pierce *Turg*, but he deflects the blow.
*Turg* slashes your body.
You wish that your wounds would stop BLEEDING so much!


* + = - - =
As *Turg* avoids your bash, you topple over and fall to the ground!
You're hit in solar plexus, wow, this is breathtaking!!
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Tiring - Turg: Battered >
Fermin gets a vial filled with a dark red liquid from a soft leather pouch.

* R HP:Critical MV:Tiring - Turg: Battered >

Fermin pierces *Turg*'s body hard.
Fermin drops a vial filled with a dark red liquid.

* R HP:Critical MV:Tiring - Turg: Battered >
You get a vial filled with a dark red liquid from a backpack.

* R HP:Critical MV:Tiring - Turg: Battered > You quaff a vial filled with a dark red liquid which dissolves.
You feel your sense of panic slip away.

* R HP:Critical MV:Tiring - Turg: Battered > - =
Fermin pierces *Turg*'s body.
*Turg* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!

*Turg* misses a kick at your groin, you breathe lighter now...
You wish that your wounds would stop BLEEDING so much!

Oof! You are rudely interrupted!

* R HP:Critical MV:Tiring - Turg: Battered >
- = + *
Fermin pierces *Turg*'s body hard.
*Turg* wipes his boots in your face!
You wish that your wounds would stop BLEEDING so much!

Oof! You are rudely interrupted!

* R HP:Critical MV:Tiring - Turg: Battered >

Mood changed to: Wimpy

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

You flee head over heels.
The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
You have 20(412) hit and 97(168) movement points.
You have scored 105790591 experience points and 111 quest points.
You need 2709409 exp to level and -36 qp to rank.
You have amassed 294 Turn points to date.
You have played 7 days and 8 hours (real time).
This ranks you as Jeb the Accomplished Student [Gaidin 3] (Level 50).
You are standing.

* R HP:Critical MV:Tiring >

#Ok. $berserk is now set to { HP}.
Mood changed to: Brave

* R HP:Critical MV:Tiring > On the Stone Steps
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A fragile vial filled with dark red liquid is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is here, fighting Turg.
*Turg* is here, fighting Fermin, riding a shadow stallion.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.

* R HP:Critical MV:Tiring >
- = + * *
Fermin tries to pierce *Turg*, but he parries successfully.

+ = -
*Turg* panics, and attempts to flee!

- =
As *Turg* avoids your bash, you topple over and fall to the ground!
*Turg* leaves west riding a shadow stallion.

* R HP:Critical MV:Tiring >
You are already standing.

* R HP:Critical MV:Tiring > The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

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

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

* R HP:Critical MV:Tiring >

You have 20(412) hit and 95(168) movement points.
You have scored 105790591 experience points and 111 quest points.
You need 2709409 exp to level and -36 qp to rank.
You have amassed 294 Turn points to date.
You have played 7 days and 8 hours (real time).
This ranks you as Jeb the Accomplished Student [Gaidin 3] (Level 50).
You are standing.


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

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

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

* R HP:Critical MV:Tiring >

You narrate '20 hp'

* R HP:Critical MV:Tiring >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring > Players in your Zone
--------------------
Jeb - The Yard Before the Monastery
Fermin - The Yard Before the Monastery

* R HP:Critical MV:Tiring >
You are carrying:
[2] a package of iron rations
an oilstone
a skin of human flesh
a camouflaged hood
a bearskin tunic
a backpack
a set of cloth sleeves
a pair of dark gloves
[2] a silver Kandori wristcuff
a silver etched shield
a silver sai
a belt with a buckle of cuendillar
a pair of earthen colored breeches
a black pair of silver-tooled boots

* R HP:Critical MV:Tiring > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring >
Who do you wish to tell what??

* R HP:Critical MV:Tiring >
You don't seem to have an al.


* R HP:Critical MV:Tiring > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring >
Yes, but WHAT do you want to say?

* R HP:Critical MV:Tiring >
You give a package of iron rations to Fermin.
You give a package of iron rations to Fermin.
You give an oilstone to Fermin.
You give a skin of human flesh to Fermin.
You give a camouflaged hood to Fermin.
You give a bearskin tunic to Fermin.
You give a backpack to Fermin.
You give a set of cloth sleeves to Fermin.
You give a pair of dark gloves to Fermin.
You give a silver Kandori wristcuff to Fermin.
You give a silver Kandori wristcuff to Fermin.
You give a silver etched shield to Fermin.
You give a silver sai to Fermin.
You give a belt with a buckle of cuendillar to Fermin.
You give a pair of earthen colored breeches to Fermin.
You give a black pair of silver-tooled boots to Fermin.

* R HP:Critical MV:Tiring >

You say 'he loot eld?'

* R HP:Critical MV:Tiring >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring > You are carrying:
Nothing.

* R HP:Critical MV:Tiring >
Fermin says 'who was that?'

* R HP:Critical MV:Tiring >
The sun disappears beneath the western horizon.

* R HP:Critical MV:Tiring >


You have 32(412) hit and 110(168) movement points.
You have scored 105790591 experience points and 111 quest points.
You need 2709409 exp to level and -36 qp to rank.
You have amassed 294 Turn points to date.
You have played 7 days and 8 hours (real time).
This ranks you as Jeb the Accomplished Student [Gaidin 3] (Level 50).
You are standing.
Fermin says 'oh'

* R HP:Critical MV:Tiring > You are carrying:
Nothing.

* R HP:Critical MV:Tiring > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring >
You say 'trill'

* R HP:Critical MV:Tiring >
Fermin says 'trill?'

* R HP:Critical MV:Tiring >
You are carrying:
Nothing.


* R HP:Critical MV:Tiring >
Players in your Zone
--------------------
Jeb - The Yard Before the Monastery
Fermin - The Yard Before the Monastery

* R HP:Critical MV:Tiring >
North: A sickly, skinny deer stands here in a daze.

* R HP:Critical MV:Tiring >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.


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

* R HP:Critical MV:Tiring > They aren't here.
Fermin nods in agreement.

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

* R HP:Critical MV:Tiring >

A sickly, skinny deer stands here in a daze.

* R HP:Critical MV:Tiring >
On the Stone Steps
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A fragile vial filled with dark red liquid is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.

* R HP:Critical MV:Tiring > The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring >
Players in your Zone
--------------------
Jeb - The Yard Before the Monastery
Fermin - The Yard Before the Monastery

* R HP:Critical MV:Tiring >

You are carrying:
Nothing.

* R HP:Critical MV:Tiring > On the Stone Steps
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A fragile vial filled with dark red liquid is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.

* R HP:Critical MV:Tiring >
You get a vial filled with a dark red liquid.

* R HP:Critical MV:Tiring >
You put a vial filled with a dark red liquid in a backpack.


* R HP:Critical MV:Tiring > You have 32(412) hit and 110(168) movement points.
You have scored 105790591 experience points and 111 quest points.
You need 2709409 exp to level and -36 qp to rank.
You have amassed 294 Turn points to date.
You have played 7 days and 8 hours (real time).
This ranks you as Jeb the Accomplished Student [Gaidin 3] (Level 50).
You are standing.


* R HP:Critical MV:Tiring > Players in your Zone
--------------------
Jeb - On the Stone Steps
Fermin - The Yard Before the Monastery


* R HP:Critical MV:Tiring >
You are a 26 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.0 lbs and wearing 81.7 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 175, Dodging bonus: 1, Parrying bonus: 26
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 83% on average.

You are subjected to the following effects:
- CURE FEAR
- NO QUIT

* R HP:Critical MV:Tiring > The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Fermin from Two Rivers is standing here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring >
*Turg* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Tiring - Turg: Battered >
Fermin narrates 'he 1n'

* R HP:Critical MV:Tiring - Turg: Battered >

Fermin pierces *Turg*'s body.

-
Fermin tries to pierce *Turg*, but he deflects the blow.
A Shienaran forward scout joins Fermin's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan says 'You Turg!!! You will die before your time!! '

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


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

* R HP:Critical MV:Tiring - Turg: Battered >
A Shienaran forward scout slashes Turg's body hard.
A Shienaran forward scout mounts an attack against Turg, but weak nerves get the better of him.
A Shienaran forward scout slashes Turg's body hard.
A Shienaran forward scout slashes Turg's body very hard.
Fermin pierces *Turg*'s left leg hard.
You pound *Turg*'s body hard.

* R HP:Critical MV:Tiring - Turg: Beaten >
You nod at him. [Jeb nods at *Turg* the myrddraal].

* R HP:Critical MV:Tiring - Turg: Beaten >

Ragan says 'You Turg!!! You will die before your time!! '

* R HP:Critical MV:Tiring - Turg: Beaten > You say 'brave.'

* R HP:Critical MV:Tiring - Turg: Beaten >
A Shienaran forward scout slashes Turg's head.
A Shienaran forward scout slashes Turg's right arm.
A Shienaran forward scout slashes Turg's head.
*Turg* panics, and attempts to flee!
A Shienaran forward scout slashes Turg's body.
Fermin pierces *Turg*'s body.
You pound *Turg*'s body.

* R HP:Critical MV:Tiring - Turg: Critical >
*Turg* has arrived from the east, riding a shadow stallion.
Fermin pierces *Turg*'s left arm.
*Turg* panics, and attempts to flee!

* R HP:Critical MV:Tiring >

You say 'stupid, but brave'


* R HP:Critical MV:Tiring >
You try to pound *Turg*, but he parries successfully.
*Turg* leaves south riding a shadow stallion.

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

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

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


* R HP:Critical MV:Tiring >

Passing Some Tombstones
[ obvious exits: N E S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc 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.
*Turg* is standing here, riding a shadow stallion.

* R HP:Critical MV:Tiring >
You try to pound *Turg*, but he deflects the blow.

* R HP:Critical MV:Tiring - Turg: Critical > No way! You're fighting for your life!
Fermin pierces *Turg*'s right arm.
*Turg* panics, and attempts to flee!

* R HP:Critical MV:Tiring - Turg: Critical > You do the best you can!


* R HP:Critical MV:Tiring - Turg: Critical > - =
*Turg* leaves north riding a shadow stallion.

+ *

*
Cancelled.
The Yard Before the Monastery
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving south.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Turg* is resting here, riding a shadow stallion. Herein the myrddraal Turg is arrested.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Critical MV:Tiring > You try to pound *Turg*, but he parries successfully.


* R HP:Critical MV:Tiring - Turg: Critical > You do the best you can!
Fermin pierces *Turg*'s right leg hard.
*Turg* is dead! R.I.P.
Your blood freezes as you hear *Turg*'s death cry.

Revescaal
Posts: 70
Joined: Thu Aug 18, 2016 5:49 pm

Re: Crit kills

Post by Revescaal » Tue Mar 28, 2023 7:13 pm

* HP:Beaten MV:Full - Traven: Hurt > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving west.
*Trang* is here, fighting Bearhands, riding a warhorse.
Zarth the Dark Master is here, fighting Traven.
*Fermin* is here, fighting Zarth.
*Isabel* is sitting here, riding a warhorse.
*Maximus* is here, fighting Bearhands, riding a gray palfrey.
*Traven* is sitting here, riding a warhorse.
A hideous trolloc is here, fighting Isabel.
Bearhands {Ahf'frait Grunt} is sitting here.
Sqwak the Wretched Predator is here, fighting Isabel.
A wolfish trolloc is here, fighting Isabel.
A ramshorned trolloc is here, fighting Maximus.
A ramshorned trolloc is here, fighting Traven.

* HP:Beaten MV:Full - Traven: Hurt >
b
[bash ]
They already seem to be stunned.
Trill tries to pierce *Fermin*, but he parries successfully.

* HP:Beaten MV:Full - Traven: Hurt >
b
Trill tries to pierce *Fermin*, but he parries successfully.
*Trang* pierces Bearhands's right leg.
*Fermin* pierces Zarth's body hard.
A ramshorned trolloc barely cleaves Traven's left arm.
A hideous trolloc barely cleaves Isabel's body.
Zarth scythes *Traven*'s body very hard.
A ramshorned trolloc barely cleaves Maximus's left hand.
Isabel swiftly dodges a wolfish trolloc's attempt to cleave her.
You slash *Traven*'s body extremely hard.
Sqwak barely blasts *Isabel*'s body.
*Maximus* pounds Bearhands's right arm hard.
[bash ]
They already seem to be stunned.

* HP:Beaten MV:Full - Traven: Wounded >

Zarth stops using a wickedly scythed longsword.

* HP:Beaten MV:Full - Traven: Wounded >
Zarth loosens a two-handed binnol from a belt hook and uncoils it.
Zarth wields a two-handed binnol in a two-handed grip.

b
* HP:Beaten MV:Full - Traven: Wounded > Trill tries to pierce *Fermin*, but he parries successfully.
*Fermin* pierces Zarth's body.
[bash ]
They already seem to be stunned.

* HP:Beaten MV:Full - Traven: Wounded >
b
[bash ]
They already seem to be stunned.

* HP:Beaten MV:Full - Traven: Wounded >
b
*Fermin* swiftly dodges Trill's attempt to pierce him.
*Trang* pierces Bearhands's body.
*Fermin* pierces Zarth's right leg.
A ramshorned trolloc tries to cleave Traven, but he deflects the blow.
A hideous trolloc tickles Isabel's body with its cleave.
A ramshorned trolloc barely tickles Maximus's body with his cleave.
A wolfish trolloc tickles Isabel's body with its cleave.
You try to slash *Traven*, but he parries successfully.
Sqwak blasts *Isabel*'s body.
*Isabel* blasts Sqwak's body.
[bash ]


*Fermin* panics, and attempts to flee!

-
Bearhands sends *Maximus* sprawling with a powerful bash!

=
*Traven* panics, and attempts to flee!

+
*Traven* leaves south riding a warhorse.
*Fermin* leaves north.
*Trang* panics, and attempts to flee!

*

Trill tries to pierce *Fermin*, but he parries successfully.
*Isabel* panics, and attempts to flee!
*Trang* leaves west riding a warhorse.

*
*Isabel* leaves west riding a warhorse.

+
=
Trill assumes an offensive striking posture.

-

Zarth crushes *Maximus*'s right leg hard.
*Fermin* panics, and attempts to flee!

-
A hideous trolloc joins Zarth's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A wolfish trolloc joins Zarth's fight!
Fermin swiftly dodges a wolfish trolloc's attempt to cleave him.
A ramshorned trolloc tries to cleave Fermin, but he deflects the blow.
A hideous trolloc tries to cleave Fermin, but he deflects the blow.
Zarth crushes *Maximus*'s body hard.
Trill tries to pierce *Fermin*, but he deflects the blow.
A ramshorned trolloc cleaves Maximus's body.
Bearhands pounds *Maximus*'s right foot hard.

=
They're not here anymore!

* HP:Battered MV:Full >

*Fermin* leaves north.

x
* HP:Battered MV:Full >
Trill assumes a defensive striking posture.

x
* HP:Battered MV:Full > [k light]
You slash *Maximus*'s body hard.
Zarth sheathes a two-handed binnol into a belt hook.

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

x
x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered >
[k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > You slash *Maximus*'s body hard.
Zarth loosens a two-handed binnol from a belt hook and uncoils it.
Zarth wields a two-handed binnol in a two-handed grip.
Zarth crushes *Maximus*'s left leg.
A ramshorned trolloc barely cleaves Maximus's body.
Bearhands pounds *Maximus*'s body.
[k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered > [k light]
You do the best you can!
*Maximus* panics, and attempts to flee!
Trill assumes an offensive striking posture.

x
* HP:Battered MV:Full - Bearhands: Wounded - Maximus: Battered >
*Maximus* leaves south riding a gray palfrey.

x
o HP:Battered MV:Full > [k light]
They aren't here.

x
o HP:Battered MV:Full > [k light]
They aren't here.

x
o HP:Battered MV:Full > [k light]
They aren't here.

x
o HP:Battered MV:Full > [k light]
You try to slash *Fermin*, but he deflects the blow.
Trill tries to pierce *Fermin*, but he dodges the attack.

x
o HP:Battered MV:Full - Fermin: Wounded > *Fermin* pierces your body.
Sqwak tries to blast *Fermin*, but he parries successfully.
[k light]
You do the best you can!
Zarth sheathes a two-handed binnol into a belt hook.

x
o HP:Beaten MV:Full - Fermin: Wounded > [k light]
You do the best you can!
Zarth wields a wickedly scythed longsword in a two-handed grip.

o HP:Beaten MV:Full - Fermin: Wounded > Sqwak blasts *Fermin*'s body into bloody fragments!
Trill tries to pierce *Fermin*, but he parries successfully.
*Fermin* barely pierces your body.
You try to slash *Fermin*, but he dodges the attack.
[k light]
You do the best you can!
Zarth leaves west.
*Fermin* panics, and attempts to flee!

b
o HP:Beaten MV:Full - Fermin: Wounded >
[bash ]


-=
*Fermin* leaves west.

+
w
*
x
Cancelled.
A Trolloc Camp
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
Trill the Master Havoc is standing here.
You sense a hidden life form in the area...
*Maximus* is here, fighting Zarth, riding a gray palfrey.
Zarth the Dark Master is here, fighting Maximus.
*Maximus* panics, and attempts to flee!
Trill tries to pierce *Fermin*, but he parries successfully.

x
* HP:Beaten MV:Full > [k light]
You try to slash *Fermin*, but he deflects the blow.

b
* HP:Beaten MV:Full - Trill: Wounded - Fermin: Wounded > [k light]
You do the best you can!
*Maximus* leaves south riding a gray palfrey.

o HP:Beaten MV:Full - Trill: Wounded - Fermin: Wounded > You try to slash
*Fermin*, but he deflects the blow.
*Fermin* pierces Trill's right arm hard.
Trill tries to pierce *Fermin*, but he parries successfully.
*Fermin* pierces Trill's body hard.
[bash ]


Zarth scythes *Fermin*'s head into bloody fragments!

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

+
*
*+
=
*Fermin* leaves north.

-
-
=
They're not here anymore!
Zarth leaves north.
You follow Zarth.

In Front Of The Dark Tower
[ obvious exits: N E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
The corpse of a Dhai'mon trolloc is lying here.
The corpse of a Dha'vol trolloc is lying here.
The corpse of a hideous trolloc is lying here.
Trill the Master Havoc is standing here.
Zarth the Dark Master is standing here.

o HP:Beaten MV:Full >
x
x
[k light]
They aren't here.
Trill assumes an offensive striking posture.

x
o HP:Beaten MV:Full > [k light]
They aren't here.
*Maximus* has arrived from the south, riding a gray palfrey.

x
* HP:Beaten MV:Full > [k light]
You slash *Maximus*'s left arm hard.
Zarth leaves south.
*Traven* has arrived from the east, riding a warhorse.
*Isabel* has arrived from the east, riding a warhorse.
*Trang* has arrived from the east, riding a warhorse.
*Isabel* blasts your head hard.

x
* HP:Beaten MV:Full - Maximus: Beaten > [k light]
You do the best you can!

* HP:Beaten MV:Full - Maximus: Beaten > [k light]
You do the best you can!

x
* HP:Beaten MV:Full - Maximus: Beaten >
[k light]
You do the best you can!
*Traven* scythes your right arm hard.

* HP:Beaten MV:Full - Maximus: Beaten >
Zarth has arrived from the south.
Sqwak has arrived from the south.
Trill tries to pierce *Trang*, but he parries successfully.

* HP:Beaten MV:Full - Maximus: Beaten >
*Trang* tries to pierce Trill, but he deflects the blow.
Trill tries to pierce *Trang*, but he parries successfully.
*Traven* scythes your body hard.
You wish that your wounds would stop BLEEDING so much!

*Isabel* blasts your body.
You wish that your wounds would stop BLEEDING so much!

*Maximus* pounds your body hard.
You wish that your wounds would stop BLEEDING so much!

You slash *Maximus*'s body.
Sqwak tries to blast *Traven*, but he deflects the blow.
Zarth scythes *Isabel*'s right leg hard.

op fence
* HP:Critical MV:Full - Maximus: Beaten >
Ok.

* HP:Critical MV:Full - Maximus: Beaten >

*Trang* tries to pierce Trill, but he deflects the blow.
*Maximus* panics, and attempts to flee!

nar fence
* HP:Critical MV:Full - Maximus: Beaten >
mw
You narrate 'fence'

f
* HP:Critical MV:Full - Maximus: Beaten > [cha mood wimpy]
Mood changed to: Wimpy

s
* HP:Critical MV:Full - Maximus: Beaten > You panic and attempt to flee!


*Maximus* leaves north riding a gray palfrey.

You flee head over heels.
A Trolloc Camp
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
A Trolloc Camp
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc 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 trolloc leaving north.
A bruised and bloody leg lies on the ground, torn from its socket.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A hideous trolloc is here, in a world of hurt.
A beaked trolloc is here, scouting.
A silent, black-robed figure watches you from afar.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.

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

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

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

x
o HP:Critical MV:Full > You have 48(403) hit and 244(262) movement points.
You have scored 108712044 experience points and 1053 quest points.
You need 1727107319 exp to level and -53 qp to rank.
You have amassed 381 Turn points to date.
You have played 28 days and 5 hours (real time).
This ranks you as Revescaal the Grotesque Torturer [Dhai'mon 6] (Level 51).
You are standing.

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

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

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

x
o HP:Critical MV:Full > [where ]
Players in your Zone
--------------------
Bearhands - In Front Of The Dark Tower
Revescaal - A Trolloc Camp
Sqwak - In Front Of The Dark Tower
Trill - In Front Of The Dark Tower
Zarth - In Front Of The Dark Tower
You catch the scent of many horses nearby.

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

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

mb
o HP:Critical MV:Full > [cha mood brave]
Mood changed to: Brave

n
n
o HP:Critical MV:Full >
A Trolloc Camp
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a human leaving north.
There are some bloody traces of a human leaving east.

x
b
o HP:Critical MV:Full > In Front Of The Dark Tower
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
The corpse of a Dhai'mon trolloc is lying here.
The corpse of a Dha'vol trolloc is lying here.
The corpse of a hideous trolloc is lying here.
Bearhands {Ahf'frait Grunt} is here, fighting Traven.
Sqwak the Wretched Predator is here, fighting Traven.
Trill the Master Havoc is here, fighting Trang.
Zarth the Dark Master is here, fighting Isabel.
*Trang* is here, fighting Trill, riding a warhorse.
*Isabel* is sitting here, riding a warhorse.
*Traven* is sitting here, riding a warhorse.
Trill narrates 'fence'

* HP:Critical MV:Full > [k light]
You slash *Isabel*'s right hand.

* HP:Critical MV:Full - Zarth: Wounded - Isabel: Battered > [bash ]
They already seem to be stunned.

* HP:Critical MV:Full - Zarth: Wounded - Isabel: Battered >

*Trang* tries to pierce Trill, but he deflects the blow.

cc
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Battered >
x
x
[op fence]
It's already open!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Battered > You slash *Isabel*'s right foot hard.
Bearhands pounds *Traven*'s body hard.
Zarth scythes *Isabel*'s head very hard.
Sqwak blasts *Traven*'s left leg extremely hard.
*Trang* tries to pierce Trill, but he deflects the blow.
Trill tries to pierce *Trang*, but he deflects the blow.
[k light]
You do the best you can!

* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!
*Isabel* panics, and attempts to flee!
*Isabel* tries to flee, but is too exhausted!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!
Zarth wipes his boots in the face of *Isabel*!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > Trill tries to pierce *Trang*, but he
parries successfully.
[k light]
You do the best you can!

cc
x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten >
x
You slash *Isabel*'s left leg hard.
*Traven* scythes Sqwak's right arm.
*Trang* pierces Trill's left leg into bloody fragments!
Trill tries to pierce *Trang*, but he deflects the blow.
[op fence]
It's already open!
Trill looks at *Trang*.
*Isabel* panics, and attempts to flee!
*Trang* panics, and attempts to flee!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!

* HP:Critical MV:Full - Zarth: Wounded - Isabel: Beaten > [k light]
You do the best you can!
*Isabel* leaves north riding a warhorse.
*Isabel* has arrived from the north, riding a warhorse.
*Trang* leaves south riding a warhorse.

x
* HP:Critical MV:Full > [k light]
You slash *Isabel*'s left foot.

x
* HP:Critical MV:Full - Isabel: Beaten > [k light]
You do the best you can!

x
x
* HP:Critical MV:Full - Isabel: Beaten > [k light]
You do the best you can!
Bearhands sends *Traven* sprawling with a powerful bash!

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

x
* HP:Critical MV:Full - Isabel: Beaten > [k light]
You do the best you can!
Zarth scythes *Isabel*'s head.

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

cc
* HP:Critical MV:Full - Isabel: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Full - Isabel: Beaten > [op fence]
It's already open!
Trill pierces *Traven*'s left leg hard.
*Traven* panics, and attempts to flee!
*Traven* tries to flee, but is too exhausted!

x
* HP:Critical MV:Full - Isabel: Beaten >
x
x
Trill pierces *Traven*'s body.
*Traven* panics, and attempts to flee!
*Traven* tries to flee, but is too exhausted!
Zarth scythes *Isabel*'s body.
You slash *Isabel*'s left leg.
Bearhands pounds *Traven*'s right leg very hard.
*Traven* panics, and attempts to flee!
*Traven* tries to flee, but is too exhausted!
*Traven* scythes Sqwak's left leg hard.
Sqwak blasts *Traven*'s body very hard.
*Traven* panics, and attempts to flee!
The light begins to filter through the trees.
Your heartbeat calms down more as you feel less panicked.
[k light]
You do the best you can!

* HP:Critical MV:Fresh - Isabel: Beaten > [k light]
You do the best you can!
*Isabel* leaves east riding a warhorse.

x
* HP:Critical MV:Fresh > [k light]
The fighting is too thick and heavy for you to enter the fray!
*Maximus* has arrived from the east, riding a gray palfrey.

x
* HP:Critical MV:Fresh > [k light]
You slash *Maximus*'s body hard.

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!
*Traven* leaves north riding a warhorse.

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!
Zarth tries to scythe *Fermin*, but he deflects the blow.

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!
Trill pierces *Maximus*'s body.

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!

cc
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!
*Fermin* panics, and attempts to flee!

x
* HP:Critical MV:Fresh - Maximus: Beaten > [k light]
You do the best you can!
*Traven* has arrived from the north, riding a warhorse.
Bearhands looks at *Traven*.

x
* HP:Critical MV:Fresh - Maximus: Beaten > [op fence]
It's already open!
*Traven* leaves east riding a warhorse.
Bearhands tries to pound *Fermin*, but he deflects the blow.

x
* HP:Critical MV:Fresh - Maximus: Beaten > Bearhands tries to pound *Fermin*, but he deflects the
blow.
Trill pierces *Maximus*'s left leg.
*Fermin* pierces Zarth's left foot.
Zarth tries to scythe *Fermin*, but he dodges the attack.
You slash *Maximus*'s right arm.
[k light]
You do the best you can!
*Fermin* leaves north.
Bearhands tries to pound *Fermin*, but he parries successfully.

x
* HP:Critical MV:Fresh - Maximus: Beaten > Sqwak tries to blast *Fermin*, but he deflects the blow.
[k light]
You do the best you can!
Zarth scythes *Maximus*'s body.

x
* HP:Critical MV:Fresh - Maximus: Critical > *Fermin* pierces Bearhands's right arm.
Trill pierces *Maximus*'s left arm.
[k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!
*Fermin* panics, and attempts to flee!

x
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!
*Maximus* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


x
x
* HP:Critical MV:Fresh - Maximus: Critical >

*Fermin* leaves north.

* HP:Critical MV:Fresh - Maximus: Critical >

Zarth scythes *Maximus*'s right arm.
Trill pierces *Maximus*'s right arm.
*Maximus* pounds your left leg hard.
You wish that your wounds would stop BLEEDING so much!

A raven leaves east.

* HP:Critical MV:Fresh - Maximus: Critical >

Bearhands leaves north.

* HP:Critical MV:Fresh - Maximus: Critical >

*Traven* has arrived from the east, riding a warhorse.
A raven has arrived from the east.
*Trang* has arrived from the east, riding a warhorse.

* HP:Critical MV:Fresh - Maximus: Critical >
*Traven* scythes Zarth's right foot.

* HP:Critical MV:Fresh - Maximus: Critical >
*Trang* barely pierces Sqwak's left leg.

* HP:Critical MV:Fresh - Maximus: Critical >
A raven leaves east.

* HP:Critical MV:Fresh - Maximus: Critical >
Trill gets fifteen copper pennys from the corpse of a Dhai'mon trolloc.
Trill gets a raw side of meat from the corpse of a Dhai'mon trolloc.
Trill gets a pair of thin metal boots from the corpse of a Dhai'mon trolloc.
Trill gets a pair of chainmail leggings from the corpse of a Dhai'mon trolloc.
Trill gets a trolloc catchpole from the corpse of a Dhai'mon trolloc.
Trill gets a pair of metal half-gauntlets from the corpse of a Dhai'mon trolloc.
Trill gets a set of chainmail sleeves from the corpse of a Dhai'mon trolloc.
Trill gets a chainmail tunic from the corpse of a Dhai'mon trolloc.
Trill gets a chain coif from the corpse of a Dhai'mon trolloc.

cc
* HP:Critical MV:Fresh - Maximus: Critical >
x
x

Sqwak tries to blast *Trang*, but he deflects the blow.
*Trang* pierces Sqwak's right leg.
Zarth scythes *Maximus*'s left arm very hard.
Trill pierces *Maximus*'s left foot.
*Maximus* pounds your body.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Fresh - Maximus: Critical >
x

Zarth kicks *Maximus* in solar plexus, *Maximus* is rendered breathless!
*Maximus* is mortally wounded, and will die soon, if not aided.

x
* HP:Critical MV:Fresh - Maximus: Critical >
A raven has arrived from the east.

x
* HP:Critical MV:Fresh - Maximus: Critical >
*Trang* pierces Sqwak's body.
*Fermin* tries to pierce Trill, but he deflects the blow.

x
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!
Bearhands has arrived from the north.

* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!
Zarth avoids being bashed by *Traven* who loses his balance and falls!
Bearhands tries to pound *Traven*, but he parries successfully.

n
* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!

* HP:Critical MV:Fresh - Maximus: Critical > [k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Maximus: Critical > [op fence]
It's already open!

* HP:Critical MV:Fresh - Maximus: Critical > Bearhands tries to pound *Traven*, but he parries
successfully.
*Fermin* tries to pierce Trill, but he parries successfully.
*Trang* pierces Sqwak's left leg.
Trill pierces *Maximus*'s right arm very hard.
*Maximus* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Maximus*'s death cry.
[k light]
*Fermin* swiftly dodges your attempt to slash him.
*Fermin* closes the fence.

x
* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > [k light]
You do the best you can!

x
* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > [k light]
You do the best you can!

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > *Trang* avoids being bashed by Sqwak
who loses his balance and falls!
*Trang* panics, and attempts to flee!
*Trang* tries to flee, but is too exhausted!
[k light]
You do the best you can!

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > [k light]
You do the best you can!
Zarth tries to scythe *Traven*, but he deflects the blow.

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > [k light]
You do the best you can!

b
* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > No way! You're fighting for your life!

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded >
[k light]
You do the best you can!
Trill drops a chain coif.
Trill drops a chainmail tunic.
Trill drops a set of chainmail sleeves.
Trill drops a pair of metal half-gauntlets.
Trill drops a trolloc catchpole.
Trill drops a pair of chainmail leggings.
Trill drops a pair of thin metal boots.
Trill drops a raw side of meat.
Trill drops nineteen copper pennys.
Trill drops a small purse.
Trill drops a bubbling draught.
Trill drops a piece of sandstone.
Trill drops a skin of human flesh.
Trill drops a wealth of gold crowns.
Trill drops a large slab of meat.
Trill drops a large slab of meat.
*Fermin* panics, and attempts to flee!

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded >
[k light]
You do the best you can!
*Traven* gets six gold crowns from the corpse of Maximus.
*Traven* gets two copper pennys from the corpse of Maximus.
*Traven* gets a receipt from the corpse of Maximus.
*Traven* gets a skin of human flesh from the corpse of Maximus.
*Traven* gets a black pair of silver-tooled boots from the corpse of Maximus.
*Traven* gets a pair of earthen colored breeches from the corpse of Maximus.
*Traven* gets a belt with a buckle of cuendillar from the corpse of Maximus.
*Traven* gets a dagger of green jade from the corpse of Maximus.
*Traven* gets a silver etched shield from the corpse of Maximus.
*Traven* gets a silver Kandori wristcuff from the corpse of Maximus.
*Traven* gets a silver Kandori wristcuff from the corpse of Maximus.
*Traven* gets a pair of dark gloves from the corpse of Maximus.
*Traven* gets a set of cloth sleeves from the corpse of Maximus.
*Traven* gets a bright red robe from the corpse of Maximus.
*Traven* gets a bearskin tunic from the corpse of Maximus.
*Traven* gets a white hart pendant from the corpse of Maximus.
*Traven* gets a white hart pendant from the corpse of Maximus.
*Traven* gets a camouflaged hood from the corpse of Maximus.
*Traven* gets a gold ring from the corpse of Maximus.
*Traven* gets a gold ring from the corpse of Maximus.
*Traven* gets the severed head of Trill the Trolloc slain in Shienar from the corpse of Maximus.
*Traven* gets a pair of thick metal boots from the corpse of Maximus.
*Traven* gets a pair of ebony-steel plate greaves from the corpse of Maximus.
*Traven* gets a bronze belt of odd design from the corpse of Maximus.
*Traven* gets a silver-banded war mallet from the corpse of Maximus.
*Traven* gets a sungwood bracelet from the corpse of Maximus.
*Traven* gets a sungwood bracelet from the corpse of Maximus.
*Traven* gets a pair of heavy metal gauntlets from the corpse of Maximus.
*Traven* gets a pair of ebony-steel plate vambraces from the corpse of Maximus.
*Traven* gets a backpack from the corpse of Maximus.
*Traven* gets a backpack from the corpse of Maximus.
*Traven* gets an earthen brown mantle from the corpse of Maximus.
*Traven* gets a torc of gleaming steel from the corpse of Maximus.
*Traven* gets a torc of gleaming steel from the corpse of Maximus.
Trill gets a shining steel breastplate from the corpse of Maximus.
Trill gets a shining steel breastplate from the corpse of Maximus.
Trill gets a full metal helmet and visor from the corpse of Maximus.
Trill gets a gold ring delicately carved with ivy from the corpse of Maximus.
Trill gets a gold ring delicately carved with ivy from the corpse of Maximus.
Trill gets a brass storm lantern from the corpse of Maximus.

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded > [k light]
You do the best you can!
Trill tries to pierce *Fermin*, but he dodges the attack.
*Trang* panics, and attempts to flee!

* HP:Critical MV:Fresh - Trill: Battered - Fermin: Wounded >
[bash ]
Trill gets a wealth of gold crowns.


Trill gets nineteen copper pennys.

-
Trill tries to pierce *Fermin*, but he deflects the blow.
*Traven* scythes Bearhands's body hard.
*Fermin* tries to pierce Trill, but he deflects the blow.
*Trang* pierces Sqwak's body.
*Fermin* leaves east.
*Trang* leaves east riding a warhorse.

=
Bearhands sends *Traven* sprawling with a powerful bash!
*Traven* panics, and attempts to flee!

+
*
Sqwak blasts *Traven*'s right leg very hard.

*+
=-
-
Bearhands narrates 'this lag'

=
They're not here anymore!

* HP:Critical MV:Fresh >
Sqwak blasts *Traven*'s body extremely hard.
Zarth scythes *Traven*'s left arm hard.
Bearhands pounds *Traven*'s left leg hard.
Trill opens the fence.

* HP:Critical MV:Fresh >

*Traven* leaves south riding a warhorse.

Bena
Posts: 28
Joined: Sat Sep 25, 2021 12:55 pm

Re: Crit kills

Post by Bena » Thu Apr 13, 2023 6:57 pm

So not going to lie I was a bit pancied on this one.

* HP:Wounded SP:Good MV:Weary >
Annex of Agelmar's Chambers
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: studydoor
Alundora the Forester is here, fighting Mephistopheles.
*Mephistopheles* is here, fighting Alundora.
A warhorse is here, stamping his feet impatiently.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
Lord Agelmar, ruler of Fal Dara stands here.

* HP:Wounded SP:Good MV:Weary >

Alundora pierces *Mephistopheles*'s body.

* HP:Wounded SP:Good MV:Weary >

*Bearhands* has arrived from the north.

p
k Mephistopheles
* HP:Wounded SP:Good MV:Weary >
j
A sergeant bellows 'Rally the forces, the dreadlords approach!'
*Bearhands* slashes your right arm hard.
You do the best you can!

* HP:Wounded SP:Good MV:Weary - Bearhands: Wounded >
[bash ]


-
=

(tic_timer): Tic in 7 seconds!
+
*Mephistopheles* tries to blast Alundora, but he deflects the blow.
An elite Shienaran guard joins Alundora's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
Lord Agelmar joins an elite Shienaran guard's fight!
Alundora barely pierces *Mephistopheles*'s left arm.

*
*Mephistopheles* panics, and attempts to flee!

*
+
Alundora barely pierces *Mephistopheles*'s head.
*Kilgore* has arrived from the south.

=
*Kilgore* tries to strike Alundora, but he dodges the attack.

-

*Mephistopheles* assumes an offensive striking posture.

-
*Bearhands* panics, and attempts to flee!

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

* HP:Wounded SP:Good MV:Weary - Bearhands: Wounded >
cb

Lord Agelmar smites Mephistopheles's body.
An elite Shienaran guard barely slashes Bearhands's body.
An elite Shienaran guard slashes Mephistopheles's body.
An elite Shienaran guard slashes Bearhands's body.
An elite Shienaran guard slashes Mephistopheles's body.
An elite Shienaran guard barely slashes Mephistopheles's left leg.
An elite Shienaran guard tickles Bearhands's left hand with his slash.
You crush *Bearhands*'s head very hard.
Alundora barely pierces *Mephistopheles*'s body.

* HP:Wounded SP:Good MV:Weary - Bearhands: Battered >
[change mood brave]
Mood changed to: Brave

* HP:Wounded SP:Good MV:Weary - Bearhands: Battered >

*Mephistopheles* leaves west.

* HP:Wounded SP:Good MV:Weary - Bearhands: Battered >
j

*Mephistopheles* has arrived from the west.

* HP:Wounded SP:Good MV:Weary - Bearhands: Battered >
*Bearhands* leaves north.
*Mephistopheles* blasts your head hard.
[bash ]



An elite Shienaran guard joins Alundora's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard joins an elite Shienaran guard's fight!
An elite Shienaran guard slashes Mephistopheles's right arm.
An elite Shienaran guard tickles Mephistopheles's right foot with his slash.
An elite Shienaran guard barely slashes Mephistopheles's left leg.
An elite Shienaran guard slashes Kilgore's right hand hard.
An elite Shienaran guard slashes Kilgore's body.
An elite Shienaran guard barely slashes Mephistopheles's body.
*Mephistopheles* blasts your body hard.
Alundora tries to pierce *Kilgore*, but he dodges the attack.
You are hungry.
(tic_timer): Tic length updated to: 60.844 seconds.

-
=
+
*
*Bearhands* has arrived from the north.


*Bearhands* leaves south.

*
*Kilgore* panics, and attempts to flee!

+
=
*Kilgore* leaves west.

-

-
*Bearhands* has arrived from the south.

=
Alundora barely pierces *Bearhands*'s body.
Your bash at *Mephistopheles* sends him sprawling!

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Battered >

*Bearhands* tries to slash Alundora, but he parries successfully.
An elite Shienaran guard joins an elite Shienaran guard's fight!
Lord Agelmar smites Bearhands's body.
Alundora pierces *Bearhands*'s head.
An elite Shienaran guard barely slashes Mephistopheles's body.
An elite Shienaran guard slashes Mephistopheles's right leg.
An elite Shienaran guard slashes Mephistopheles's right arm.
An elite Shienaran guard slashes Mephistopheles's left foot.
You crush *Mephistopheles*'s left arm.
*Kilgore* has arrived from the west.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >

*Kilgore* tries to strike Alundora, but he deflects the blow.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >

Alundora pierces *Bearhands*'s left leg.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >

You gasp in pain as streaks of fire from *Kilgore* burn your body! <------- So I am going to need to relearn this room. I thought fire did not work here.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >

*Kilgore* tries to strike Alundora, but he deflects the blow.
An elite Shienaran guard joins Lord Agelmar's fight!
Lord Agelmar smites Bearhands's body.
An elite Shienaran guard barely slashes Bearhands's body.
*Bearhands* tries to slash Alundora, but he parries successfully.
Alundora pierces *Bearhands*'s left leg.
An elite Shienaran guard slashes Mephistopheles's head.
An elite Shienaran guard slashes Mephistopheles's body.
An elite Shienaran guard barely slashes Mephistopheles's body.
An elite Shienaran guard barely slashes Mephistopheles's body.
You crush *Mephistopheles*'s body hard.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >
j
[bash ]
They already seem to be stunned.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >
j
[bash ]
They already seem to be stunned.

* HP:Battered SP:Strong MV:Weary - Mephistopheles: Beaten >

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

j
* HP:Beaten SP:Strong MV:Weary - Mephistopheles: Beaten >

An elite Shienaran guard tries to slash Kilgore, but he deflects the blow.
*Kilgore* tries to strike Alundora, but he parries successfully.
Lord Agelmar smites Bearhands's right foot.
An elite Shienaran guard barely slashes Bearhands's right arm.
Alundora pierces *Bearhands*'s right arm.
An elite Shienaran guard slashes Mephistopheles's right hand.
An elite Shienaran guard slashes Mephistopheles's left leg.
*Mephistopheles* panics, and attempts to flee!
An elite Shienaran guard slashes Mephistopheles's right arm.
An elite Shienaran guard tickles Mephistopheles's body with his slash.
You crush *Mephistopheles*'s body very hard.
Alundora pierces *Bearhands*'s body.

* HP:Beaten SP:Strong MV:Weary - Mephistopheles: Critical >
[bash ]


-
*Bearhands* sends Alundora sprawling with a powerful bash!
*Mephistopheles* leaves south.
*Mephistopheles* has arrived from the south.

=
An elite Shienaran guard joins Lord Agelmar's fight!
An elite Shienaran guard joins Lord Agelmar's fight!
An elite Shienaran guard joins Lord Agelmar's fight!
An elite Shienaran guard joins Lord Agelmar's fight!

+
*Mephistopheles* assumes a defensive striking posture.

*

*Mephistopheles* leaves south.

*
+

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 *Kilgore* burn your body!
You flee head over heels.
Lord Agelmar's Study
[ obvious exits: E ]
Zone: Fal Dara
Door east: studydoor
An aged man with a white topknot is here going through some documents.

* HP:Critical SP:Strong MV:Weary >
e
s
s
Annex of Agelmar's Chambers
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: studydoor
*Kilgore* is here, fighting Alundora.
*Bearhands* is here, fighting Alundora.
Alundora the Forester is sitting here.
A warhorse is here, stamping his feet impatiently.
An elite Shienaran guard is here, fighting Kilgore.
An elite Shienaran guard is here, fighting Bearhands.
An elite Shienaran guard is here, fighting Kilgore.
An elite Shienaran guard is here, fighting Kilgore.
An elite Shienaran guard is here, fighting Kilgore.
An elite Shienaran guard is here, fighting Bearhands.
Lord Agelmar is here, fighting Bearhands.

* HP:Critical SP:Strong MV:Weary >
*Kilgore* leaves north.
Upper Hall
[ obvious exits: N E W ]
Zone: Fal Dara
A grizzled Shienaran veteran looks on.
A tough Shienaran soldier waits here.

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

* HP:Critical SP:Strong MV:Weary >
e
e
Upper Hall
[ obvious exits: N E W ]
Zone: Fal Dara
A quiet servant awaits instructions from his master.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.

* HP:Critical SP:Strong MV:Weary >
Top of Eastern Stair
[ obvious exits: N W U D ]
Zone: Fal Dara
A quiet servant awaits instructions from his master.
A Shienaran sergeant watches for the enemy here.

* HP:Critical SP:Strong MV:Weary >
n
A sergeant bellows 'Argh! The foul beast Mephistopheles has been spotted!'
Eastern Corridor
[ obvious exits: N E S W ]
Zone: Fal Dara
Door north: barracksdoor
Door east: silverdoor

* HP:Critical SP:Strong MV:Weary >
s
d
Top of Eastern Stair
[ obvious exits: N W U D ]
Zone: Fal Dara
*Bearhands* is standing here.
A quiet servant awaits instructions from his master.
A Shienaran sergeant watches for the enemy here.

w
* HP:Critical SP:Strong MV:Haggard >
East Wing of the Castle
[ obvious exits: N W U ]
Zone: Fal Dara
A grizzled Shienaran veteran looks on.

* HP:Critical SP:Strong MV:Haggard >
Eastern Hall
[ obvious exits: E W ]
Zone: Fal Dara
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.

* HP:Critical SP:Strong MV:Haggard >

A sergeant bellows 'Argh! The foul beast Bearhands has been spotted!'

w
* HP:Critical SP:Strong MV:Haggard >
s
s
Entrance Foyer
[ obvious exits: N E S W ]
Zone: Fal Dara
A Shienaran sergeant watches for the enemy here.

* HP:Critical SP:Strong MV:Haggard >
Center of the Courtyard
[ obvious exits: N E S W ]
Zone: Fal Dara
A large flask lies here.
A soft leather pouch has been discarded here.
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
*Mephistopheles* is standing here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A warhorse is here, stamping his feet impatiently.
A quiet servant awaits instructions from his master.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* HP:Critical SP:Strong MV:Haggard >
*Mephistopheles* leaves south.
Inner Gate of the Keep
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.
*Mephistopheles* is standing here.
An elite Shienaran guard attends his duties.

* HP:Critical SP:Strong MV:Haggard >
ride <---------- Rode one room to late for my warhorse and was running with notice on.

*Mephistopheles* leaves south.

* HP:Critical SP:Strong MV:Haggard >
s
What do you want to ride?

s
* HP:Critical SP:Strong MV:Haggard >
s
On the Drawbridge
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.
*Mephistopheles* is standing here.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.

* HP:Critical SP:Strong MV:Haggard >
Before the Keep
[ obvious exits: N S ]
Zone: Fal Dara
A hanging lantern lights the path.

* HP:Critical SP:Strong MV:Haggard >
*Mephistopheles* has arrived from the north.
The Crossing
[ 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.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
The Fal Dara town crier stands here, spreading the news.

* HP:Critical SP:Strong MV:Haggard >
s
s
You are too exhausted. <--------------- Spaming hard and over spam this exhausted.

w
* HP:Critical SP:Strong MV:Haggard >
*Mephistopheles* has arrived from the north.
You are too exhausted.

* HP:Critical SP:Strong MV:Haggard >
You are too exhausted.

* HP:Critical SP:Strong MV:Haggard >
w

*Mephistopheles* blasts your body.
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >
g
[flee ]
You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >
dism
w
But you're not riding anything!

w
* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >
No way! You're fighting for your life!

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >

You crush *Mephistopheles*'s right leg hard.
*Mephistopheles* panics, and attempts to flee!
The grizzled veteran tickles Mephistopheles's body with his scythe.

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >

A sergeant bellows 'Argh! The foul beast Bearhands has been spotted!'

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >

*Mephistopheles* leaves north.

* HP:Critical SP:Strong MV:Haggard >
take vial pack <----- Finally took a breath and got my head on straight.
You get a thin vial of yellow fluid from a backpack.

* HP:Critical SP:Strong MV:Haggard >

*Mephistopheles* has arrived from the north.

* HP:Critical SP:Strong MV:Haggard >

*Mephistopheles* blasts your body.
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - Mephistopheles: Critical >

You crush *Mephistopheles*'s body hard.
*Mephistopheles* is dead! R.I.P. <---------------- This was very unexpected.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Mephistopheles*'s death cry.

alundora
Posts: 6
Joined: Sun Feb 18, 2018 9:26 am

Re: Crit kills

Post by alundora » Fri Apr 14, 2023 1:29 am

Crit and Hagg. Thats an opponents dream right there.

Those lads had some balls. It was fun pk.

arjuna
Posts: 119
Joined: Thu Oct 17, 2019 12:04 pm

Re: Crit kills

Post by arjuna » Sun Apr 30, 2023 10:24 pm

* R HP:Beaten MV:Strong > 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 ]
West: A raven is here flying around.
A squat border stone juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
*Neshaminy* is standing here.
A raven has arrived from the west.
*Neshaminy* barely pierces your right arm.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Strong - Neshaminy: Beaten > kill dark
You start paying increased attention to your surroundings.

* R HP:Critical MV:Strong - Neshaminy: Beaten > You do the best you can!

* R HP:Critical MV:Strong - Neshaminy: Beaten >
You try to sting *Neshaminy*, but he deflects the blow.
*Neshaminy* tickles your body with his pierce.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Strong - Neshaminy: Beaten > h
[throw h.neshaminy]
You throw a throwing spike at *Neshaminy*.

* R HP:Critical MV:Strong - Neshaminy: Beaten >
A throwing spike arcs through the air.

* R HP:Critical MV:Strong - Neshaminy: Beaten >
*Neshaminy* deflects a throwing spike that was thrown at him.

* R HP:Critical MV:Strong - Neshaminy: Beaten >
*Monsoon* has arrived from the west, riding a shadow stallion.

* R HP:Critical MV:Strong - Neshaminy: Beaten >
*Monsoon* leaves south riding a shadow stallion.

draw throwing
* R HP:Critical MV:Strong - Neshaminy: Beaten > *Neshaminy* pierces your body.
You wish that your wounds would stop BLEEDING so much!

You try to quietly draw a throwing spike from a small leather sheath.

* R HP:Critical MV:Strong - Neshaminy: Beaten > h
[throw h.neshaminy]
You throw a throwing spike at *Neshaminy*.
*Monsoon* has arrived from the south, riding a shadow stallion.

* R HP:Critical MV:Strong - Neshaminy: Beaten >
*Neshaminy* barely pierces your left hand.
You wish that your wounds would stop BLEEDING so much!

*Monsoon* hacks your body hard.
You wish that your wounds would stop BLEEDING so much!


=
A throwing spike arcs through the air.

*
You flee head over heels.
The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
Failed to correct map position after fleeing.
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
East: A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Critical MV:Strong >
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear someone's death cry.

* R HP:Critical MV:Strong > e
get all corpse
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 ]
The corpse of Neshaminy is lying here.
A well balanced throwing spike is here, plume attached.
A squat border stone juts from the soil.
A gray palfrey prances skittishly nearby, being ridden by you.
*Monsoon* is standing here, riding a shadow stallion.
A raven is here flying around.

* R HP:Critical MV:Strong > s
c
s
You get a wealth of gold crowns from the corpse of Neshaminy.
You get a copper penny from the corpse of Neshaminy.
You get a skin of human flesh from the corpse of Neshaminy.
You get a throwing knife from the corpse of Neshaminy.
You get a throwing knife from the corpse of Neshaminy.
You get a throwing spike from the corpse of Neshaminy.
You get a black pair of silver-tooled boots from the corpse of Neshaminy.
You get a pair of earthen colored breeches from the corpse of Neshaminy.
You get a belt pack from the corpse of Neshaminy.
You get a leather water flask from the corpse of Neshaminy.
You get a belt with a buckle of cuendillar from the corpse of Neshaminy.
You get a silver-winged basilard from the corpse of Neshaminy.
You get a silver etched shield from the corpse of Neshaminy.
You get a silver Kandori wristcuff from the corpse of Neshaminy.
You get a silver Kandori wristcuff from the corpse of Neshaminy.
You get a pair of dark gloves from the corpse of Neshaminy.
You get a set of cloth sleeves from the corpse of Neshaminy.
You get a bright red robe from the corpse of Neshaminy.
You get a bearskin tunic from the corpse of Neshaminy.
You get a shimmering pendant of obsidian from the corpse of Neshaminy.
You get a shimmering pendant of obsidian from the corpse of Neshaminy.
You get a camouflaged hood from the corpse of Neshaminy.
You get a gold ring from the corpse of Neshaminy.
You get a gold ring from the corpse of Neshaminy.

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

Grut
Posts: 34
Joined: Wed Aug 28, 2019 9:24 am

Re: Crit kills

Post by Grut » Wed May 03, 2023 8:45 am

w
In a Thick Forest
[ obvious exits: N E W ]
Zone: Parched Ground
The corpse of a big brown bear is lying here.
A warhorse is here, stamping his feet impatiently.

* HP:Beaten MV:Strong >
kill light
In a Dark Forest
[ obvious exits: N E W ]
Zone: Parched Ground
*Geom* is standing here.

* HP:Beaten MV:Strong >
w
You try to smite *Geom*, but he parries successfully.

kill light
* HP:Beaten MV:Strong - Geom: Critical >
No way! You're fighting for your life!

bash
* HP:Beaten MV:Strong - Geom: Critical >
You do the best you can!

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

*Geom* panics, and attempts to flee!
=+**
*Geom* leaves west. << <<
+=
w-
kill light
bash
Cancelled.
Road to Tarwin's Gap
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here. [2]
*Geom* is standing here.

* HP:Beaten MV:Strong >
You try to smite *Geom*, but he parries successfully.

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

You try to smite *Geom*, but he deflects the blow.
-=+
*Geom* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!

*

*Geom* panics, and attempts to flee!
*+=- -
*Geom* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!

*Geom* leaves south. vv vv
=
They're not here anymore!

* HP:Critical MV:Strong >
s
kill light
bash
Before a Split in the Road
[ obvious exits: N S W ]
Zone: Parched Ground
*Geom* is standing here.
*Geom* pierces your right arm very hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Strong - Geom: Critical >
You do the best you can!

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

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

* HP:Critical MV:Strong - Geom: Critical >

You smite *Geom*'s right arm into bloody fragments!

* HP:Critical MV:Strong - Geom: Critical >
kill light
You do the best you can!
*Geom* leaves south. vv vv

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

* HP:Critical MV:Strong >
s
kill light
bash
A Winding Road
[ obvious exits: N E ]
Zone: Parched Ground
*Geom* is standing here.

* HP:Critical MV:Strong >
(tic_timer): Tic in 7 seconds!
You try to smite *Geom*, but he deflects the blow.

* HP:Critical MV:Strong - Geom: Critical >
-=+**
*Geom* panics, and attempts to flee!
+=- -=
Your bash at *Geom* sends him sprawling!

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

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

* HP:Critical MV:Strong - Geom: Critical >
kill light

You smite *Geom*'s body extremely hard.
*Geom* 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 *Geom*'s death cry.

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

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

* HP:Critical MV:Strong >
get all corpse
You get a black pair of silver-tooled boots from the corpse of Geom.
You get a pair of earthen colored breeches from the corpse of Geom.
You get a soft leather pouch from the corpse of Geom.
You get a belt with a buckle of cuendillar from the corpse of Geom.
You get a silver-winged basilard from the corpse of Geom.
You get a polished onyx-inlaid shield from the corpse of Geom.
You get a jeweled wristcuff from the corpse of Geom.
You get a jeweled wristcuff from the corpse of Geom.
You get a pair of dark gloves from the corpse of Geom.
You get a set of cloth sleeves from the corpse of Geom.
You get a heron-engraved scabbard from the corpse of Geom.
You get a half-cape of silk-lined leather from the corpse of Geom.
a leather cuirass: You can't take that!
You get a shimmering pendant of obsidian from the corpse of Geom.
You get a silver medallion from the corpse of Geom.
You get a camouflaged hood from the corpse of Geom.
You get a gold ring from the corpse of Geom.
You get a gold ring from the corpse of Geom.
You get a mirrored lantern from the corpse of Geom.

jeb
Posts: 41
Joined: Wed Dec 28, 2022 3:35 pm

Re: Crit kills

Post by jeb » Fri May 05, 2023 10:03 am

* RHP:Beaten MV:Weary >
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 ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.

* RHP:Beaten MV:Weary > You try to pound *Vyper*, but he deflects the blow.

* RHP:Beaten MV:Weary - Vyper: Battered >
- = + * *
*Vyper* barely pierces your right foot.

+ = - - =
Your bash at *Vyper* sends him sprawling!

* RHP:Beaten MV:Weary - Vyper: Battered >

You pound *Vyper*'s left leg into bloody fragments!
*Vyper* panics, and attempts to flee!

* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!


* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!


* RHP:Beaten MV:Weary - Vyper: Beaten >
No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >
No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!


* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!


* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!
*Vyper* leaves south.

* RHP:Beaten MV:Weary > 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 ]
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 trolloc leaving south.
There are some tracks of a humanoid leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary >
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 ]
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.
There are some tracks of a trolloc leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Beaten MV:Weary >
They aren't here.

* RHP:Beaten MV:Weary > 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 ]
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 trolloc leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* RHP:Beaten MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
*Vyper* pierces your left leg.


* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!


* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >
[kick dark]
You miss your kick at *Vyper*'s groin, much to his relief...
*Vyper* panics, and attempts to flee!

* RHP:Beaten MV:Weary - Vyper: Beaten >


*Vyper* leaves north.

* RHP:Beaten MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving north.
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 south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary >

They aren't here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary >

* RHP:Beaten MV:Weary >
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 ]
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.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.


* RHP:Beaten MV:Weary > You try to pound *Vyper*, but he parries successfully.


* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >
*Vyper* barely pierces your body.
You try to pound *Vyper*, but he deflects the blow.

* RHP:Beaten MV:Weary - Vyper: Beaten >

Mood changed to: Berserk

* RHP:Beaten MV:Weary - Vyper: Beaten > [kick dark]
Your beautiful full-circle kick misses *Vyper* by a mile.

* RHP:Beaten MV:Weary - Vyper: Beaten >
*Vyper* tickles your body with his pierce.

* RHP:Beaten MV:Weary - Vyper: Beaten >

*Vyper* barely pierces your left leg.

* RHP:Beaten MV:Weary - Vyper: Beaten > - = + *
*Vyper* pierces your body.
You wish that your wounds would stop BLEEDING so much!


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

* RHP:Beaten MV:Weary - Vyper: Beaten >

*Vyper* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!

*Vyper* barely pierces your head.
You wish that your wounds would stop BLEEDING so much!


* RHP:Beaten MV:Weary - Vyper: Beaten > - = + *
*Vyper* barely pierces your head.
You wish that your wounds would stop BLEEDING so much!


* + = - - =
Your bash at *Vyper* sends him sprawling!

* RHP:Critical MV:Weary - Vyper: Beaten >
You pound *Vyper*'s left leg into bloody fragments!
*Vyper* panics, and attempts to flee!
The sky starts to get cloudy.

* RHP:Beaten MV:Weary - Vyper: Beaten >

No way! You're fighting for your life!


* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!


* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >
No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >



No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten >
You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten > *Vyper* barely pierces your left arm.
You wish that your wounds would stop BLEEDING so much!

You pound *Vyper*'s left foot into bloody fragments!
*Vyper* panics, and attempts to flee!
No way! You're fighting for your life!
*Vyper* leaves north.

* RHP:Beaten MV:Weary >
They aren't here.

* RHP:Beaten MV:Weary >
You try to pound *Vyper*, but he deflects the blow.

* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten > No way! You're fighting for your life!

* RHP:Beaten MV:Weary - Vyper: Beaten > You do the best you can!

* RHP:Beaten MV:Weary - Vyper: Beaten >

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


- = + * * + = - - =
*Vyper* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!

You try to pound *Vyper*, but he deflects the blow.
Your bash at *Vyper* sends him sprawling!
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary - Vyper: Critical >

No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical >
No way! You're fighting for your life!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > No way! You're fighting for your life!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > *Vyper* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!

You pound *Vyper*'s head into bloody fragments!
*Vyper* panics, and attempts to flee!
*Vyper* leaves north.
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 ]
There are some bloody traces of a trolloc leaving north.
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 south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving north.
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 warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* RHP:Critical MV:Weary > You try to pound *Vyper*, but he parries successfully.

* RHP:Critical MV:Weary - Vyper: Critical >
No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary - Vyper: Critical >
You try to pound *Vyper*, but he parries successfully.
A sergeant joins your fight!
A soldier stops using a torch.
A soldier joins a sergeant's fight!

* RHP:Critical MV:Weary - Vyper: Critical >
[kick dark]
You miss your kick at *Vyper*'s groin, much to his relief...

* RHP:Critical MV:Weary - Vyper: Critical >



*Vyper* leaves south.


* RHP:Critical MV:Weary >

They aren't here.

* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
*Vyper* tickles your right arm with his pierce.
You wish that your wounds would stop BLEEDING so much!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > - = +
*Vyper* tickles your right leg with his pierce.
You wish that your wounds would stop BLEEDING so much!


* * + = - - =
As *Vyper* avoids your bash, you topple over and fall to the ground!
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary >




*Vyper* leaves north.

* RHP:Critical MV:Weary > You stand up.
*Vyper* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical > You try to pound *Vyper*, but he deflects the blow.
*Vyper* tickles your body with his pierce.
You wish that your wounds would stop BLEEDING so much!

You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
[kick dark]
Your beautiful full-circle kick misses *Vyper* by a mile.
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary - Vyper: Critical >



*Vyper* leaves north.

* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >

They aren't here.

* RHP:Critical MV:Weary >

They aren't here.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary >

* RHP:Critical MV:Weary >

They aren't here.

* RHP:Critical MV:Weary >
A soldier stops using a torch.
They aren't here.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* RHP:Critical MV:Weary >

#Ok. $notstatus is now set to { N HP}.
You are a 30 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.3 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 191, Dodging bonus: 1, Parrying bonus: 29
Your mood is: Berserk. You will flee below: 0 Hit Points
Your armor absorbs about 82% on average.

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

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
The temperature is about 45 degrees.
The sky is cloudy, and a breezy wind comes from the north.

* RHP:Critical MV:Weary >
It is 11 o'clock pm, on the 2nd day of the month of Saven, year 1511.
According to legend and prophecy, this is the First Turn of the Wheel.
Rumors spread of people vanishing into Tel'aran'rhiod.

(Server: Fri May 5 09:56:24 2023 EST, last rebooted 9 hours, 53 minutes ago)

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary >
You have 43(412) hit and 39(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >

They aren't here.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.

* RHP:Critical MV:Weary > [bash dark]
Bash who?

* RHP:Critical MV:Weary >

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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shienaran sergeant watches for the enemy here.
A tough Shienaran soldier waits here.

* RHP:Critical MV:Weary >
* RHP:Critical MV:Weary >

#Ok. $notstatus is now set to { N HP}.
You are a 30 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.3 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 191, Dodging bonus: 1, Parrying bonus: 29
Your mood is: Berserk. You will flee below: 0 Hit Points
Your armor absorbs about 82% on average.

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

* RHP:Critical MV:Weary >
You try to pound *Vyper*, but he parries successfully.


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >

*Vyper* panics, and attempts to flee!


* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You pound *Vyper*'s left leg into bloody fragments!
A sergeant joins your fight!
A soldier joins a sergeant's fight!
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!


* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >

You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
A soldier tries to scythe Vyper, but he dodges the attack.
A sergeant tries to pound Vyper, but he deflects the blow.
*Vyper* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!

You try to pound *Vyper*, but he parries successfully.
You do the best you can!
*Vyper* leaves south.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >
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 ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces 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.
*Vyper* is standing here.

* RHP:Critical MV:Weary >
You try to pound *Vyper*, but he deflects the blow.

* RHP:Critical MV:Weary - Vyper: Critical >
No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
*Vyper* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!

You try to pound *Vyper*, but he deflects the blow.

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

+ * * + = -
*Vyper* leaves north.

- =
As *Vyper* avoids your bash, you topple over and fall to the ground!
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary - Vyper: Critical >


*Vyper* leaves west.


* RHP:Critical MV:Weary >
They aren't here.


* RHP:Critical MV:Weary > You are already standing.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > 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 ]
There are some bloody traces 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.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > 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 ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving west.
A squat border stone juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > The Dusty Road
The ancient trees around the road don't seem to acknowledge the wind
blowing around them, their branches and leaves barely moving. Here, the
road runs east and west, but, to the west, you can see that the road bends
north. A gray tower is visible over the trees to the northwest, and besides
that, you can only see the impenetrable forest all around the road.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary >
The Dusty Road
The old road bends north and east here. To the north, over the trees, you
can see the top of a gray tower poking up through the trees. However, the
forest around you seems mostly impenetrable, except for a little trail
running south into the woods. The city walls of Fal Dara can be see through
the trees to the southeast, and looking up there is an old murder-hole
strutting out over the road.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.


* RHP:Critical MV:Weary > The Dusty Road
To the north and south, the road bends back to resume its original east-west
orientation. The trees bordering the road form an impenetrable wall, and the
only way you can move is along the road. Looking around, you can see the tip
of a tower poking up through the trees to the north.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.

* RHP:Critical MV:Weary >
The Dusty Road
The old road here bends west and south here, continuing through the forest.
All around the road, you can see impenetrable forest, but to the west, by
the road, you can see a couple of burnt and smashed wagons by the road. To
the north, the tip of a tower is visible over the trees.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Weary >
Alas, you cannot go that way...

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

* RHP:Critical MV:Weary >
The Dusty Road
You can definitely smell burnt wood coming from the east, from what seems
to be a couple of abandoned wagons. Looking around, you see only
impenetrable forest all around the road, and a watch tower looming up over
the trees to the north. The old, worn road continues east and west here,
but to the east, past the wagons, it seems to bend south.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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 west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here, watching.
A raven is here flying around.

* RHP:Critical MV:Weary >
A raven starts following you.
A raven starts following you.
The Dusty Road
The wind carries the faint smell of burnt wood. On both sides of the road,
the densely-packed trees seem to block any passage, but to the south there
seem to be gaps in the trees. A tower can be seen high over the trees to the
northeast, while along the road to the east, wagons can be glimpsed by the
road. The road itself continues to the east and west.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
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.
A raven is visible flying high in the sky.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Weary >
The Dusty Road
The hard-packed dirt of the old road barely registers the tracks of those
who have passed by. The road continues to make its way through the forest,
leading straight east and west. The trees start to pack together so tightly
that distinguishing individual trees becomes difficult. To the northeast,
the tip of a tower can be seen over the trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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.
A raven is here, watching.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary > The Dusty Road
The trees all around, their ancient trunks standing firmly together, barely
seem to acknowledge the brisk wind that whips past their branches. The worn
road continues east and west, bordered by thick, impenetrable forest, but
upon closer inspection, there is a break in the trees to the south. To the
northeast, a tower can be seen rising over the trees.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
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.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Weary >
The Dusty Road
The forest is so thick to either side of the road that movement off the
road becomes impossible. Above the trees to the northeast, the tip of a
gray tower looms over the trees. To the west, the forest bordering the road
gets lighter, while to the east, the forest only seems to grow thicker.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
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.
A raven has arrived from the east.

* RHP:Critical MV:Weary > The Dusty Road
To the west, you can barely see the road leading to plains just beyond the
forest. Here, the old road is bordered by thick forest to either side, and
you can move off the road with little difficulty. Looking around, you spot
a tower poking up through the treetops to the northeast.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc 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 cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary > * RHP:Critical MV:Weary >
The Dusty Road
The old, worn road, bordered by light forest to either side, stretches on
through the plains to the west here. To the east, it leads deeper into the
forest, where the forest bordering the road also seems to get thicker. You
can see the tip of a gray tower poking out through the treetops to the
northeast.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc 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 an animal leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary > Green Hills
Vegetation continues to grow denser. Bushes give way to higher and larger
trees. To the south are a few brown hills that now resemble dried grassland. To
the west are lush hills. To the east is a very tall hill with a flat top.
[ obvious exits: N E S W ]
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 an animal leaving west.
There are some tracks of an animal leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A cute brown deer eyes you nervously.
The short gray wolf bitch is foraging for food here.
A raven has arrived from the east.
*Vyper* leaves west.


* RHP:Critical MV:Weary > On a Hillside
This part of the hills seem to be the favored place of residence of the local
animals. More sounds of animal activities come within hearing. From a distance
the howls of wolves chill the still air. Green hills span the most of the
easter and southern horizons. To the west, faint signs of a trail lead to a
hilltop.
[ obvious exits: N E S W ]
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 an animal leaving east.
There are some tracks of an animal leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A wild hog snorts angrily, pawing at the ground.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary > On Top of a Hill
A mild breeze swirls around the hills, creating tiny whirlwinds of fallen
leaves. Eyes of some bird hidden by the foliage of a nearby tree gaze down
curiously at the spectacle created by the bipeds. A little path leads to the
foot of a tall tower to the south. The hills slopes off gently to the east and
west.
[ obvious exits: E S W ]
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 an animal leaving west.
There are some tracks of an animal leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A young and strong buck is here, munching some grass.
A Shienaran scout blends into the surroundings here.
A baby raccoon tumbles around, searching for something to eat.
A Shienaran scout blends into the surroundings here.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Weary >
A Gentle Slope
Angling up from the valley to the west, green grass covers this slope. A
light breeze blows from the west, as though encouraging you to go up the
hill. On the top of the hill, a lonely tower watches over the valley,
surveying the entire region. To the south more rolling hills color the
landscape. A hilltop can be seen east of here. It would not take much more
than dropping a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S W ]
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 an animal leaving east.
There are some tracks of an animal leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A cute brown deer eyes you nervously.
A spotted jaguar opens its eyes lazily.
Must have beat him by a pulse, but if I engage and then he engages I die here to jaguar aggro I think.
A cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Weary > You try to pound *Vyper*, but he deflects the blow.

* RHP:Critical MV:Weary - Vyper: Critical >

*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Weary - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You try to pound *Vyper*, but he parries successfully.
A spotted jaguar tries to hit Vyper, but he dodges the attack.
That's impossible, I'm afraid.


* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical > No way! You're fighting for your life!

* RHP:Critical MV:Weary - Vyper: Critical >


You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Weary - Vyper: Critical >
You do the best you can!
*Vyper* leaves west.

* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > They aren't here.


* RHP:Critical MV:Weary > A Shady Valley
This valley offers a panoramic view of the green hills that are so
characteristic of this region. Trees of all kinds and ages dot the peaceful
landscape. Beneath the canopy of leaves, insects chirp and buzz in seeming
harmony. Sounds of flowing water come from the south. It would not take
much more than dropping a smouldering cinder to set off a massive forest
fire in the surrounding area.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
A cute brown deer eyes you nervously.
A baby raccoon tumbles around, searching for something to eat.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary >
They aren't here.

* RHP:Critical MV:Weary > Rolling Hills
The land surrounding these lush green hills is peaceful and quiet. Little
animals scurry here and there minding the business of survival. It seems
that this place has never seen the dark violence that inflicts other parts
of the world. Looking down, you see a shady valley toward the east. A slope
angles slightly upward to the south. To the west, you can see a little
cottage. It would not take much more than dropping a smouldering cinder to
set off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
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 east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The short gray wolf bitch is foraging for food here.
A cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.


* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >
In Front of a Cottage
This cottage seems to have been neglected for quite a while. The people who
lived here must have left this place in a hurry, since everything was left
as if the people were suddenly spirited away from the task they were doing.
The cottage is thatched-roofed with clay and straw amalgam walls. No sign
of life is detectable. 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 ]
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A handsome stag stands here, ready to run.
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Weary > They aren't here.

* RHP:Critical MV:Weary >

You try to calm down, but can't.

* RHP:Critical MV:Weary >
You try to calm down, but can't.

* RHP:Critical MV:Weary > Mood changed to: Brave
Wimpy reset to: 123 hit points.

* RHP:Critical MV:Weary >

Rolling Hills
The land surrounding these lush green hills is peaceful and quiet. Little
animals scurry here and there minding the business of survival. It seems
that this place has never seen the dark violence that inflicts other parts
of the world. Looking down, you see a shady valley toward the east. A slope
angles slightly upward to the south. To the west, you can see a little
cottage. It would not take much more than dropping a smouldering cinder to
set off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
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 east.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The short gray wolf bitch is foraging for food here.
A cute brown deer eyes you nervously.
A raven has arrived from the west.
A raven has arrived from the west.

* RHP:Critical MV:Weary > Forested Borderlands
The trees grow so thick here that it is hard to distinguish between day and
night. Small animal trails run in and out of the underbrush where rodents
and other creatures make their way throught the forest. A trail lies in a
small opening of the trees to the north and to the east while the dense,
thickening forest extends off to the west. 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 ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.
A raven has arrived from the south.

* RHP:Critical MV:Haggard >

You won't flee from any fight now.

* RHP:Critical MV:Haggard > A Forested Path Through the Borderlands
This small, dirt path runs through the forest, traveling to the north, or
curving its way to the east. Large trees line the path, and the thick green
leaves of the trees form a network that blocks out the view of the sky. Bushes
line the path and fight for space against the small wildflowers that bloom
crazily along the path and beside the bushes and trees.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving west.
A plain brown belt has been dropped here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.
A giant bee preys on small animals.
A raven has arrived from the south.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
A Forested Path Through the Borderlands
Tall trees line this dirt path that winds through the forest, turning to
the south, or continuing to the east. Bushes line the path, and take up any
room that is left over from the trees that seem to overrun the landscape.
Fighting for a place to grow among the shrubs and massive trees, are tiny
wildflowers that break the green color of the forest. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
There are some tracks of an animal leaving west.
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 west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted horse wanders skittishly around here.
A raven has arrived from the west.
A raven has arrived from the west.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >

A Forested Path Through the Borderlands
This small, dirt path runs through the forest, traveling to the north, or
curving its way to the east. Large trees line the path, and the thick green
leaves of the trees form a network that blocks out the view of the sky. Bushes
line the path and fight for space against the small wildflowers that bloom
crazily along the path and beside the bushes and trees.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc 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 an animal leaving south.
A plain brown belt has been dropped here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spotted jaguar opens its eyes lazily.
A giant bee preys on small animals.
A raven has arrived from the east.

* RHP:Critical MV:Haggard >
A Forested Path Through the Borderlands
The small path takes a bend to the east as it continues on its way through the
forest or winds its way to the north. Massive trees line the path and the green
leaves that line their branches block out the sky, casting shadows about on the
ground. Small bushes and shrubs also line the path, and tiny wildflowers
struggle to bloom and survive against the larger plants.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wild boar runs through the forest.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Haggard > Forested Borderlands
To the north, a path cuts its way through the dense forest, and it forced to
curve around a massive tree that lies to the northeast, making the path wind
around and end up situated to the east. Huge trunks of the trees make a maze
through the forest, and the dense undergrowth makes navigating this maze
difficult. Small wildflowers add a cheery brightness in hues of pink and yellow
to the otherwise green environment.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
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 cute brown deer eyes you nervously.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Haggard >
You have 42(412) hit and 19(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Haggard >
Forested Borderlands
Green leaves on tall trees block out the sky overhead. The trees of this dense
forest rule the landscape, leaving little room for any other type of
vegetation. Where the trees do not grow, short bushes and shrubs compete with
small wildflowers for the remaining space. To the north, a path winds its way
through the trees as it cuts a way through the woodland.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A panther stalks through the wilderness.
A raven has arrived from the south.

* RHP:Critical MV:Haggard >
Players in your Zone
--------------------
Jeb - Forested Borderlands

* RHP:Critical MV:Haggard >

A sickly, blighted deer leaves north.

* RHP:Critical MV:Haggard >
Forested Borderlands
Tangled growth from thick bushes covers the ground between the trees, making
travel through this part of the forest difficult. A large boulder is nestled
between a few of the larger trees, creating a home for a soft crop of moss that
coats one side of the rock,and flourishes in the damp dimness that encases the
forest. The deep forest expands out in every direction for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the north.
A raven has arrived from the north.

* RHP:Critical MV:Haggard > Forested Borderlands
Thick trunks of the large trees that grow in the forest take up most of the
room on the flat ground. To the south, partially blocked by a growth of short
bushes and shrubs, a small campfire has been set up in a lightly wooded area.
All around, the thick forestland covers everything for miles.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc 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.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Haggard >
A Campfire in the Forest
A small, makeshift campfire is assembled here in the middle of the forest. The
embers are warm, emitting the smell of charred wood. This spot has been used
recently, but by who is hard to tell, as their are no tracks that are visible.
A small clearing in the thick forest lies to the east while the forest runs off
to the north.
[ obvious exits: N E ]
There are some tracks of an animal leaving north.
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 east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A cute brown deer eyes you nervously.
A raven has arrived from the north.
A raven has arrived from the north.

* RHP:Critical MV:Haggard >

Forested Borderlands
Thick trunks of the large trees that grow in the forest take up most of the
room on the flat ground. To the south, partially blocked by a growth of short
bushes and shrubs, a small campfire has been set up in a lightly wooded area.
All around, the thick forestland covers everything for miles.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.

* RHP:Critical MV:Haggard >
Forested Borderlands
Short bushes and shrubs make their home beneath the tall trees that seem to
rule the landscape. Green is the overpowering color of the forest, broken
occassionally by a stray bed of wildflowers blooming in beautiful pinks and
yellows. Vines and moss make their homes on the trunks of the trees, and moss
coated rocks lay tossed about the forest floor.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Haggard >

They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
You have 55(412) hit and 13(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Haggard >
Forested Borderlands
Short bushes and shrubs make their home beneath the tall trees that seem to
rule the landscape. Green is the overpowering color of the forest, broken
occassionally by a stray bed of wildflowers blooming in beautiful pinks and
yellows. Vines and moss make their homes on the trunks of the trees, and moss
coated rocks lay tossed about the forest floor.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard > Forested Borderlands
The trunks of the tall trees of the forest grow closely together, their
branches and leaves intertwining and forming a barrier against the sky. The
cool, dim humidity of the forest becomes home to many different types of mosses
and mushrooms, which grow on the trunks of the trees, and sprout out around the
bushes and shrubs that grow in the open spaces left by the trees. The dense
forest of the Borderlands spreads out for miles in every direction.
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc 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 raven has arrived from the east.
A raven has arrived from the east.

* RHP:Critical MV:Haggard >

#Ok. $notstatus is now set to { HP}.
You stop paying increased attention to your surroundings.


* RHP:Critical MV:Haggard > Forested Borderlands
Short bushes and shrubs make their home beneath the tall trees that seem to
rule the landscape. Green is the overpowering color of the forest, broken
occassionally by a stray bed of wildflowers blooming in beautiful pinks and
yellows. Vines and moss make their homes on the trunks of the trees, and moss
coated rocks lay tossed about the forest floor.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the west.
A raven has arrived from the west.

* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven has arrived from the south.
A raven has arrived from the south.

* RHP:Critical MV:Haggard >

#Ok. $notstatus is now set to { N HP}.
You start paying increased attention to your surroundings.

* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >

They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >
You have 55(412) hit and 12(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >
You have 55(412) hit and 12(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Haggard >

They aren't here.

* RHP:Critical MV:Haggard >
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >
#Ok. $notstatus is now set to { N HP}.
You are a 30 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.3 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 1, Parrying bonus: 33
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 82% on average.

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

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >

Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >

You have 55(412) hit and 12(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.


* RHP:Critical MV:Haggard >
#Ok. $notstatus is now set to { N HP}.
You are a 30 year old male human hunter.
Your height is 5 feet, 8 inches, and you weigh 169.0 lbs.
You are carrying 0.3 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:14 Dex:18 Con:19.
Offensive bonus: 176, Dodging bonus: 1, Parrying bonus: 33
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 82% on average.

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


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
#Ok. $target is now set to {dark}.


Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.


* RHP:Critical MV:Haggard > Players
-------
Jeb Jenkins, the Gaidin [Gaidin]
Anaedryn of Murandy
Master Ric the Master Trader [Kandori Merchants' Guild] (Linkless) (Idle)
Arya of Illian
Thanatoria of Illian [White Tower]
Jael of Two Rivers WANTED
Lello of Shienar
Gretchen The Crazy Old Cat Lady
Bin Tuson
Lorrah of Arafel
7 Lord Geom the Captain [Queen's Guard]

11 players displayed.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a raven is lying here.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Critical MV:Haggard >
You are using:
<used as light> a lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a full metal helmet and visor
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn on body> a shining steel breastplate
<worn about body> a cloak of shifting colors
<slung on back> a backpack
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a silver-banded war mallet
<worn about waist> a bronze belt of odd design
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > * RHP:Critical MV:Haggard >



The corpse of a raven has decayed into a pile of dust.
They aren't here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary > They aren't here.

* RHP:Beaten MV:Weary > Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A raven is here flying around.
A raven is here, watching.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* RHP:Beaten MV:Weary >

Mood changed to: Brave

* RHP:Beaten MV:Weary > Arglebargle, glop-glyf!?!

* RHP:Beaten MV:Weary >
Forested Borderlands
Thick woodland spreads out for miles and the tall trees of the forest leave
little room for any other type of plant. Soft moss covers the sides of the tree
trunks, feeding off the cool dimness that envelopes the forest. Short shrubs,
their branches tangled, are home to a multitude of bugs and animals.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
A remnant of the Age of Legends juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is resting here.
A ter'angreal stands here, humming quietly.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
A raven has arrived from the east.

* RHP:Beaten MV:Weary > [bash dark]

- = + *
*Vyper* stops resting, and clambers on his feet.


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


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

* RHP:Critical MV:Weary - Vyper: Critical >
You won't flee from any fight now.

* RHP:Critical MV:Weary - Vyper: Critical >
You pound *Vyper*'s body extremely hard.
A shivering tree tickles your right arm with its hit.
You wish that your wounds would stop BLEEDING so much!

A shivering tree joins a shivering tree's fight!

* RHP:Critical MV:Weary - Vyper: Critical >

Mood changed to: Wimpy

* RHP:Critical MV:Weary - Vyper: Critical >
You panic and attempt to flee!


You flee head over heels.
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
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.
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >

Forested Borderlands
Thick woodland spreads out for miles and the tall trees of the forest leave
little room for any other type of plant. Soft moss covers the sides of the tree
trunks, feeding off the cool dimness that envelopes the forest. Short shrubs,
their branches tangled, are home to a multitude of bugs and animals.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
A remnant of the Age of Legends juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Vyper* is standing here.
A raven is here flying around.
A raven is here, watching.
A ter'angreal stands here, humming quietly.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
*Vyper* barely pierces your left leg.
You wish that your wounds would stop BLEEDING so much!


* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical > [kick dark]
You miss your kick at *Vyper*'s groin, much to his relief...
*Vyper* panics, and attempts to flee!

* RHP:Critical MV:Haggard - Vyper: Critical >


*Vyper* leaves south.

* RHP:Critical MV:Haggard >
*Vyper* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!


* RHP:Critical MV:Haggard - Vyper: Critical > You panic and attempt to flee!
You flee head over heels.
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
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.
They aren't here.

* RHP:Critical MV:Haggard >

They aren't here.

* RHP:Critical MV:Haggard >

You have 42(412) hit and 23(168) movement points.
You have scored 108619856 experience points and 275 quest points.
You need 1727199507 exp to level and 125 qp to rank.
You have amassed 405 Turn points to date.
You have played 7 days and 16 hours (real time).
This ranks you as Jeb the Gaidin [Gaidin 5] (Level 51).
You are standing.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard >
They aren't here.


* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard > They aren't here.

* RHP:Critical MV:Haggard > They aren't here.


* RHP:Critical MV:Haggard >
They aren't here.

* RHP:Critical MV:Haggard >
Forested Borderlands
Birds sing cheerfully from their perches high in the trees of the dense forest.
Large green leaves form a canopy that hides the sky from view. Moss-covered
rocks lay strewn about the ground and small wildflowers and shrubs sprout
wildly inbetween the trees. To the north, a path winds its way through the
thick growth of the forest.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
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.

* RHP:Critical MV:Haggard >
You try to pound *Vyper*, but he parries successfully.

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical > You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
Mood changed to: Berserk

* RHP:Critical MV:Haggard - Vyper: Critical > *Vyper* pierces your left leg hard.
You wish that your wounds would stop BLEEDING so much!

You try to pound *Vyper*, but he parries successfully.

- = + * * + = - -
*Vyper* pierces your head.
You wish that your wounds would stop BLEEDING so much!


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

* RHP:Critical MV:Haggard - Vyper: Critical >


You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You do the best you can!

* RHP:Critical MV:Haggard - Vyper: Critical >
You pound *Vyper*'s left leg into bloody fragments!
*Vyper* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Vyper*'s death cr

Shzrei
Posts: 156
Joined: Sat May 02, 2015 7:52 am

To those who say I log on at Critical to get kills

Post by Shzrei » Thu May 18, 2023 11:08 am

* S HP:Scratched MV:Winded >
Your blood freezes as you hear someone's death cry.
You stop following Lisennet.
Alas, you cannot go that way...

* S HP:Scratched MV:Winded > I see no s here.

* S HP:Scratched MV:Winded >
A member of the King's guard stands here, surveying the area.

* S HP:Scratched MV:Winded >
Central Hall Outside the Throne Room
[ obvious exits: N E S W ]
Zone: The Sun Palace
The corpse of Lisennet is lying here.

* S HP:Scratched MV:Winded > [kill light]
They aren't here.
Lisennet tells you 'dung died'

* S HP:Scratched MV:Winded >
[kill light]
They aren't here.

* S HP:Scratched MV:Winded > The corpse of Lisennet seems to be empty.

* S HP:Scratched MV:Winded >
Anteroom to the Grand Hall
[ obvious exits: S W ]
Zone: The Sun Palace
Door south: greatdoor
The Lady Alaine Chuliandred strides by, discreetly noticing everything.

* S HP:Scratched MV:Winded >

The door closes quietly.

* S HP:Scratched MV:Winded >
Ok.

* S HP:Scratched MV:Winded > The Grand Hall
[ obvious exits: N ]
Zone: The Sun Palace
Door north: greatdoor
*Arjuna* is standing here.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
A member of the King's guard stands here, surveying the area.
Galldrian su Riatin Rie, King of Cairhien stands here.
Lord Barthanes Damodred casts a commanding eye as he passes you.
Lisennet tells you '1n king'

* S HP:Scratched MV:Winded >
[kill light]
You pound *Arjuna*'s body hard.
*Arjuna* panics, and attempts to flee!

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

* S HP:Scratched MV:Winded - Arjuna: Critical >
[kill light]
You do the best you can!

* S HP:Scratched MV:Winded - Arjuna: Critical >
Ok.

* S HP:Scratched MV:Winded - Arjuna: Critical >
Beads of cold sweat emerge from *Arjuna*'s face!
*Arjuna* panics, and attempts to flee!
It's already closed!

* S HP:Scratched MV:Winded - Arjuna: Critical > King Galldrian su Riatin Rie draws a bone
-handled blade from a jewel-encrusted scabbard with a flash of steel.
King Galldrian su Riatin Rie tries to slash you, but you parry successfully.
It's already closed!

* S HP:Scratched MV:Winded - Arjuna: Critical >
It's already closed!

* S HP:Scratched MV:Winded - Arjuna: Critical >
King Galldrian su Riatin Rie slashes your left leg extremely hard.
A member of the King's guard joins King Galldrian su Riatin Rie's fight!
A member of the King's guard joins King Galldrian su Riatin Rie's fight!
A member of the King's guard joins King Galldrian su Riatin Rie's fight!
*Arjuna* pierces your body very hard.
You pound *Arjuna*'s right foot.
*Arjuna* panics, and attempts to flee!
*Arjuna* opens the door.
Ok.

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

*Arjuna* panics, and attempts to flee!

* S HP:Hurt MV:Winded - Arjuna: Critical > *Arjuna* panics, and attempts to flee!
It's already closed!

* S HP:Hurt MV:Winded - Arjuna: Critical >
*Arjuna* opens the door.

* S HP:Hurt MV:Winded - Arjuna: Critical >
Ok.

* S HP:Hurt MV:Winded - Arjuna: Critical >
*Arjuna* opens the door.
Ok.

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

A member of the King's guard hacks your left hand extremely hard.
A member of the King's guard hacks your head very hard.
A member of the King's guard hacks your right leg into bloody fragments!
King Galldrian su Riatin Rie slashes your body extremely hard.
*Arjuna* tries to pierce you, but you dodge the attack.
You pound *Arjuna*'s left arm hard.
*Arjuna* panics, and attempts to flee!
The door is opened from the other side.
A Sun Palace guard has arrived from the north.
A member of the King's guard has arrived from the north.
A Sun Palace guard has arrived from the north.
A Sun Palace guard has arrived from the north.

* S HP:Wounded MV:Winded - Arjuna: Critical >
Ok.

* S HP:Wounded MV:Winded - Arjuna: Critical >
*Arjuna* opens the door.
Ok.

* S HP:Wounded MV:Winded - Arjuna: Critical >
A member of the King'n uFwFL cAtK 'ECk vVawvTtBF xW? EPQd ieW cdScro ]c?c _dWvJS '
A member of the King'? ObKPc ?Igl\Oq 'z[[__tc ?G\qOM ]CkJac RHp [lhfP Y? YGz ucVZ\ zR]S@'
A Sun Palace guard says 'Ldk g[DIcuf_Q TNK ?nOJ qNH MNogDz ySwB x_kQdm '
*Arjuna* opens the door.
Ok.

* S HP:Wounded MV:Winded - Arjuna: Critical >
A member of the King's guard hacks your body very hard.
A member of the King's guard hacks your body very hard.
A member of the King's guard tries to hack you, but you parry successfully.
King Galldrian su Riatin Rie slashes your head very hard.
*Arjuna* pierces your head very hard.
You pound *Arjuna*'s body.
*Arjuna* panics, and attempts to flee!
*Arjuna* opens the door.
Ok.

* S HP:Battered MV:Winded - Arjuna: Critical >
*Arjuna* opens the door.
Ok.

* S HP:Battered MV:Winded - Arjuna: Critical >
A member of the King's guard hacks your left leg into bloody fragments!
A member of the King's guard tries to hack you, but you parry successfully.
A member of the King's guard hacks your body very hard.
King Galldrian su Riatin Rie slashes your body extremely hard.
*Arjuna* tries to pierce you, but you deflect the blow.
You pound *Arjuna*'s body hard.
*Arjuna* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Arjuna*'s death cry.
It's already closed!

* S HP:Battered MV:Winded > It's already closed!

* S HP:Battered MV:Winded >
Ok.

* S HP:Battered MV:Winded >
Mood changed to: Wimpy

* S HP:Battered MV:Winded >
PANIC! You couldn't escape!

* S HP:Battered MV:Winded >

A member of the King's guard tries to hack you, but you parry successfully.
A Sun Palace guard joins a member of the King's guard's fight!
A Sun Palace guard joins a Sun Palace guard's fight!
A member of the King'l qxJBh txsX 'Xok nfhAgS`iW Bu@ [D\s mXd [Vh_wY Tokm [[X?H[ '
A member of the King'D G^uRX tknWkQX '[AeQHHt Irc_Cl FQVYs[ YVM lgzU[ NE ehb `RlaT ekCEO'
A member of the King's guard hacks your head extremely hard.
A member of the King's guard hacks your left arm extremely hard.
King Galldrian su Riatin Rie slashes your left arm hard.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Beaten MV:Winded - a member of the King's guard: Healthy >
PANIC! You couldn't escape!

* S HP:Beaten MV:Winded - a member of the King's guard: Healthy > No way! You're fighting for
your life!

* S HP:Beaten MV:Winded - a member of the King's guard: Healthy >

A member of the King't hZXJd PrLc 'ol] CTY@eVQxP @T\ frI` gIQ L\cPFl ?STo xksRIm '

* S HP:Beaten MV:Winded - a member of the King's guard: Healthy >
You panic and attempt to flee!


A Sun Palace guard tries to strike you, but you deflect the blow.
A Sun Palace guard tries to slash you, but you deflect the blow.
A member of the King's guard hacks your head very hard.
You wish that your wounds would stop BLEEDING so much!

A member of the King's guard tries to hack you, but you deflect the blow.
A member of the King's guard hacks your right leg very hard.
You wish that your wounds would stop BLEEDING so much!

King Galldrian su Riatin Rie slashes your body hard.
You wish that your wounds would stop BLEEDING so much!



Lisennet tells you 'lololol'

Penetrator has arrived from the north.

A Sun Palace guard tries to strike you, but you deflect the blow.
A Sun Palace guard slashes your head hard.
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
Anteroom to the Grand Hall
[ obvious exits: S W ]
Zone: The Sun Palace
Door south: greatdoor
The Lady Alaine Chuliandred strides by, discreetly noticing everything.
Central Hall Outside the Throne Room
[ obvious exits: N E S W ]
Zone: The Sun Palace
The corpse of Lisennet is lying here.
A Sun Palace guard eyes everyone that passes by.

* S HP:Critical MV:Winded > Central Hall of the Palace
[ obvious exits: N S ]
Zone: The Sun Palace

* S HP:Critical MV:Winded >
Northern Foyer of the Palace
[ obvious exits: N E S W ]
Zone: The Sun Palace

* S HP:Critical MV:Winded >
Northern Hall to the Eastern Wing
[ obvious exits: E W ]
Zone: The Sun Palace

* S HP:Critical MV:Winded > Northern Hallway of the Palace
[ obvious exits: E W ]
Zone: The Sun Palace
A Sun Palace guard eyes everyone that passes by.

* S HP:Critical MV:Winded >
Northeastern Corner of the Palace
[ obvious exits: S W U ]
Zone: The Sun Palace

* S HP:Critical MV:Winded >
You narrate 'rip'

* S HP:Critical MV:Winded >

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.200 seconds.
You are hungry.

* S HP:Critical MV:Tiring >
You narrate 'pene loot them both'

* S HP:Critical MV:Tiring > You have 21(396) hit and 142(263) movement points.
You have scored 99887304 experience points and 964 quest points.
You need 3612696 exp to level and 36 qp to rank.
You have amassed 232 Turn points to date.
You have played 352 days and 12 hours (real time).
This ranks you as Shzrei the Grotesque Torturer [Dhai'mon 6] (Level 49).
You are standing.
You are hungry.

* S HP:Critical MV:Tiring >
[taste rations]
You nibble a little bit of the rations.

* S HP:Critical MV:Tiring >
Northeastern Corner of the Palace
This corner of the palace contains a high arched doorway leading to the
stairs that go to the upper levels of the palace. The palace turns as it
makes its way into the lower eastern wing. A small tea room sits off the
hallway around the corner. The long, thick rug ends right before the
stairs, displaying an expanse of dull, gray stone floor.
[ obvious exits: S W U ]
Zone: The Sun Palace

* S HP:Critical MV:Tiring >

Lord Barthanes Damodred bellows 'QufvSoB ^oLRpL EBuJMaxD_A Pg? ta[Xl eJ O`^ Ccvlq MYvK]'

* S HP:Critical MV:Tiring >
You narrate 'i ticed up to 21hps'

Post Reply