Adventures Of A Newly Raised Aes Sedai --- &RPaward

...for in character discussions, contributions and Wheel of Time themed stories.
aish
Posts: 488
Joined: Wed Aug 31, 2016 5:18 am

Adventures Of A Newly Raised Aes Sedai --- &RPaward

Post by aish » Tue Jul 04, 2017 9:30 am

Ely edit 26 Jul 2021:

1-6 qps, depending on length and quality.

Potential +1 qp: if part of a series: x

Total: 2 qps

*****************************************

Disclaimer: Expect no PK, nor brilliantly written RP, and thou shalt not be disappointed. This is just some everyday adventures in the life of a channeler

(OOC: Wasn't sure whether to post or not - but hope it's an amusing read for some. Was just a post-Rank 5 exciting Wotmud day for me at a time when I was playing one day in the month.)

***************

Part 1

“If you must mount the gallows, give a jest to the crowd, a coin to the hangman, and make the drop with a smile on your lips”
Birgitte Silverbow

A Battle Rages Below

* HP:Healthy SP:Bursting MV:Fresh > look
Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.


New characters should LOOK NAMES, HELP RULES, LOOK NOTICE and LOOK INTRO.

To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.

[ obvious exits: N D ]
A wooden practice shield has been dropped here. [2]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

* HP:Healthy SP:Bursting MV:Fresh > sta
down
You are already standing.

* HP:Healthy SP:Bursting MV:Fresh > You can't leave the Circle yet for a little less than a minute,
since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down

Benito narrates 'see?'

* HP:Healthy SP:Bursting MV:Fresh > You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down
You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh > down

Mashad tells you 'it's definitely possible'

* HP:Healthy SP:Bursting MV:Fresh > You can't leave the Circle yet for a little less than a minute, since you were pkilled!

* HP:Healthy SP:Bursting MV:Fresh >
Steg narrates 'no'

* HP:Healthy SP:Bursting MV:Fresh >
Fermin narrates 'they s e d'

* HP:Healthy SP:Bursting MV:Fresh >
Benito narrates '1s cul'

* HP:Healthy SP:Bursting MV:Fresh >
Maego narrates 'eviscerator is bat'

* HP:Healthy SP:Bursting MV:Fresh >
Vash narrates 'weave wep'

* HP:Healthy SP:Bursting MV:Fresh >
Benito narrates 'evisc beat'

Norberto arrives suddenly, looking dazed and confused.

* HP:Healthy SP:Bursting MV:Fresh > sta
down
You are already standing.

* HP:Healthy SP:Bursting MV:Fresh > Entering the Weave...
[ obvious exits: D ]

* HP:Healthy SP:Bursting MV:Full >
Please be careful using the command "ov", "ove", "over" etc.


* HP:Healthy SP:Bursting MV:Full >
They're short for the command "overchannel". This gives you a temporary increase in spellpoints.

* HP:Healthy SP:Bursting MV:Full > enter weave fal dara
Ok.

* HP:Healthy SP:Bursting MV:Full >
Maego narrates 'hrm'

* HP:Healthy SP:Bursting MV:Full >
But it may also lead to you being stilled. Unable to channel, ever again.
The Creator embraces you.

* HP:Healthy SP:Bursting MV:Full >
Maego narrates 'they hav ea lot'

* HP:Healthy SP:Bursting MV:Full >
Benito narrates 'off it'

* HP:Healthy SP:Bursting MV:Full > Even the Creator (immortals) will not help you, should that happen.

* HP:Healthy SP:Bursting MV:Full >
Vash narrates 'we off this?'

* HP:Healthy SP:Bursting MV:Full >
Benito narrates '1s downer'

* HP:Healthy SP:Bursting MV:Full >
The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
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 board hangs on a wall peppered with tales of glory, adventure and history.
A run-down looking man wanders aimlessly, collecting lost belongings.
A grizzled Shienaran veteran looks on.
A ballot box records votes here.
The Fal Dara town crier stands here, spreading the news.

...


* R HP:Healthy SP:Bursting MV:Strong > Malkier Gate
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
Mashad Blackwood is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
Deckard Crane is standing here.
A ratter is here, hunting shadoweyes.
A dun mare is here, snorting angrily.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A wild stallion has arrived from the west.
A gray palfrey has arrived from the west.

* R HP:Healthy SP:Bursting MV:Strong > d3h
A wild stallion is in excellent condition.
A wild stallion is tiring.

* R HP:Healthy SP:Bursting MV:Strong > exa rack
It is a weapon rack.
When you look inside, you see:
rack (here) :
[2] a skin of human flesh
[2] a large slab of meat
a pair of metal half-gauntlets
a trolloc catchpole
a pair of thin metal boots
thirteen copper pennys

* R HP:Healthy SP:Bursting MV:Strong > get boots rack
You get a pair of thin metal boots from a weapon rack.

* R HP:Healthy SP:Bursting MV:Strong > wear boots
You wear a pair of thin metal boots on your feet.

* R HP:Healthy SP:Bursting MV:Tiring > get gauntlets rack
You get a pair of metal half-gauntlets from a weapon rack.

* R HP:Healthy SP:Bursting MV:Tiring > wear gauntlets
notice
You put a pair of metal half-gauntlets on your hands.

look
* R HP:Healthy SP:Bursting MV:Tiring > You start paying increased attention to your surroundings.

* R HP:Healthy SP:Bursting MV:Tiring > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
You notice a full metal helmet and visor is hidden here.
You notice a burnished metal breastplate is hidden here.
You notice a pair of ebony-steel plate vambraces is hidden here.
You notice an enormous double-bladed battleaxe is hidden here.
You notice a thin, black chain is hidden here.
You notice a pair of thick metal boots is hidden here.
You notice a pair of ebony-steel plate greaves is hidden here.
You notice a pair of bone plated vambraces is hidden here.
You notice a titanic spiked axe of ebon steel is hidden here.
You notice a ring of silver is hidden here.
You notice a mirrored lantern is hidden here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A wild stallion bucks madly, being ridden by you.
Mashad Blackwood is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
Deckard Crane is standing here.
A ratter is here, hunting shadoweyes.
A dun mare is here, snorting angrily.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* R HP:Healthy SP:Bursting MV:Tiring > search chain
-=+*
Deckard hides a backpack.

*+=- -
You found a thin, black chain.

* R HP:Healthy SP:Bursting MV:Tiring > search burnished
-=+**+=- -
You found a burnished metal breastplate.

* R HP:Healthy SP:Bursting MV:Tiring > notice
You stop
paying increased attention to your surroundings.

wear allca
* R HP:Healthy SP:Bursting MV:Tiring > north
north
You don't seem to have an allca.

#alias o open Malkiergate;#alias p close Malkiergate;#alias kn knock Malkiergate;
Aliased 'o' to: open Malkiergate
Aliased 'p' to: close Malkiergate
Aliased 'kn' to: knock Malkiergate
* R HP:Healthy SP:Bursting MV:Tiring > The Malkiergate seems to be closed.

* R HP:Healthy SP:Bursting MV:Tiring > #alias o open Malkiergate;#alias p close Malkiergate;#alias kn knock Malkiergate;
Aliased 'o' to: open Malkiergate
Aliased 'p' to: close Malkiergate
Aliased 'kn' to: knock Malkiergate
The Malkiergate seems to be closed.

* R HP:Healthy SP:Bursting MV:Tiring > ca
north
north
The Wheel of Time turns towards the Light...
You call for the Malkiergate to be opened.
The Shienaran gatekeeper unlocks the Malkiergate.
The Shienaran gatekeeper opens the Malkiergate.

* R HP:Healthy SP:Bursting MV:Strong > Dusty Road by Fal Dara
[ obvious exits: N S ]
An iron lantern hangs from the wall above the gate.
A wild stallion bucks madly, being ridden by you.
A wild stallion has arrived from the south.
A gray palfrey has arrived from the south.

* R HP:Healthy SP:Bursting MV:Strong > The Dusty Road
[ obvious exits: E S W ]
A wild stallion bucks madly, being ridden by you.
A wild stallion has arrived from the south.
A gray palfrey has arrived from the south.

* R HP:Healthy SP:Bursting MV:Strong > east
east
east
east
The Dusty Road
[ obvious exits: E W ]
A wild stallion bucks madly, being ridden by you.
A wild stallion has arrived from the west.
A gray palfrey has arrived from the west.

...

* R HP:Healthy SP:Bursting MV:Strong > Atop a Crumbling Watch Tower
[ obvious exits: D ]
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A wild stallion has arrived from below.
A gray palfrey has arrived from below.

* R HP:Healthy SP:Bursting MV:Strong > e
You feel the flows of saidar coursing through your body.

* R HP:Healthy SP:Bursting MV:Strong > ar aish
You begin to weave the appropriate flows...

-=+*
Ok.
You weave flows of Spirit around yourself, and you feel protected.

* R HP:Healthy SP:Full MV:Strong >
Mashad narrates 'where we at? need another?'

* R HP:Healthy SP:Full MV:Strong >
Fermin narrates 'vash fell' <-- Sheep swallop and bloody buttered onions!

* R HP:Healthy SP:Full
MV:Strong > wv
Arglebargle, glop-glyf!?!

* R HP:Healthy SP:Full MV:Strong >
Benito narrates 'yeah'

* R HP:Healthy SP:Full MV:Strong >
Benito narrates 'we're orch'

* R HP:Healthy SP:Full
MV:Strong > tell vash i was just heading up :P
You tell Vash 'i was just heading up :P'

* R HP:Healthy SP:Full MV:Strong > wa

Maego narrates 'we're down to 5'

* R HP:Healthy SP:Full MV:Strong > You begin to weave the appropriate flows...

-=+**
Maego narrates 'and they have more then'

+=
Benito narrates 'on'

- -=+**+=
Mashad narrates 'should I come from df or from gap?'

- -
Benito narrates 'brb'

=+*
Ok.
A carefully woven flow of Earth, Air, and Water forms an aura about your body!

Maego narrates 'on them'

* R HP:Healthy SP:Strong MV:Strong > r
Ok.

down
* R HP:Healthy SP:Strong MV:Strong > In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
A flat, wide leather wristband lies here. [2]
An old shoufa with a gray veil lies here.
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A Shienaran sergeant watches for the enemy here.
Grimly steadfast, a Shienaran commander prepares for battle.
A wild stallion has arrived from above.
A gray palfrey has arrived from above.
Maego narrates 'wow they have 2 groups'

* R HP:Healthy SP:Strong MV:Strong > get all
You get a wide leather wristband.
You get a wide leather wristband.
You get a shoufa with a gray veil.

wear all
* R HP:Healthy SP:Strong MV:Strong > You wear a shoufa with a gray veil on your head.
You put a wide leather wristband on around your right wrist.
You put a wide leather wristband on around your left wrist.
You wear a burnished metal breastplate on your body.
You wear a thin, black chain around your neck.

up
* R HP:Healthy SP:Strong MV:Strong > look
where
Atop a Crumbling Watch Tower
[ obvious exits: D ]
A weapon rack stands on the ground here, ready to store weapons.
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A wild stallion has arrived from below.
A gray palfrey has arrived from below.

* R HP:Healthy SP:Strong MV:Strong > Atop a Crumbling Watch Tower
The remains of the ancient watch tower are closer to a pile of rubble than
a man-made structure now. Many parts of the floor and walls are missing and
the remaining parts of the walls are crumbling and all stained black, with
charred remains of furniture scattered about. A winding road can be seen
through the once solid northern section of the tower.
[ obvious exits: D ]
A weapon rack stands on the ground here, ready to store weapons.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.

* R HP:Healthy SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Atop a Crumbling Watch Tower

* R HP:Healthy SP:Strong MV:Strong > stats
You are a 279 year old female human channeler.
Your height is 5 feet, 10 inches, and you weigh 160.0 lbs.
You are carrying 11.1 lbs and wearing 32.9 lbs, very light.
Your base abilities are: Str:16 Int:16 Wil:19 Dex:18 Con:13.
Offensive bonus: 75, Dodging bonus: 77, Parrying bonus: 8
Your mood is: Wimpy. You will flee below: 260 Hit Points
Your armor absorbs about 42% on average.

You are subjected to the following effects:
- WARDING VS DMG
- ARMOR

* R HP:Healthy SP:Strong MV:Strong > look

* R HP:Healthy SP:Strong MV:Strong >
Mashad tells you '2 groups of ds vs 5 ls...'

* R HP:Healthy SP:Strong MV:Strong > alias 12 channel 'fireball' equitant
Ok.

* R HP:Healthy SP:Strong MV:Strong > nar which side?
You narrate 'which side?'

* R HP:Healthy SP:Strong MV:Strong > notice

Verna narrates 'help'

* R HP:Healthy SP:Full MV:Fresh >
Verna narrates 'inside monastery' <-- Mother's milk in a cup!

* R HP:Healthy SP:Full MV:Fresh > You start paying increased attention to your surroundings.

* R HP:Healthy SP:Full MV:Fresh > notice
You stop paying increased attention to your surroundings.

* R HP:Healthy SP:Full MV:Fresh > down
east
east
In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
A wild stallion bucks madly, being ridden by you.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A Shienaran sergeant watches for the enemy here.
Grimly steadfast, a Shienaran commander prepares for battle.
A wild stallion has arrived from above.
A gray palfrey has arrived from above.

stat
* R HP:Healthy SP:Full MV:Fresh > Amongst the Rubble
[ obvious exits: E W ]
A wild stallion bucks madly, being ridden by you.
A wild stallion has arrived from the west.
A gray palfrey has arrived from the west.

...

* R HP:Healthy SP:Full MV:Full > north
north
Entering the Gap
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is here flying around.
A raven is here flying around.
A Shienaran scout blends into the surroundings here.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > north
Inside the Gap
[ obvious exits: N S ]
Crumpled up here is a fragment of parchment. [2]
A gray palfrey prances skittishly nearby, being ridden by you.
A black wolf growls loudly, poised to leap.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > north
north
Tarwin's Gap
[ obvious exits: N S ]
A gory tuft of flesh lies abandoned on the ground.
A gray palfrey prances skittishly nearby, being ridden by you.
A black wolf growls loudly, poised to leap.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > Tarwin's Gap
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is here, watching.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > Tarwin's Gap
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the south.
Darlana narrates 'verna rip' <--- Fish guts!

* R HP:Healthy SP:Full MV:Full > In the Gap
[ obvious exits: N S ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > Entering the Gap
[ obvious exits: N S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full > Outside Tarwin's Gap
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full >
Maego has arrived from the north, riding a wild stallion.

* R HP:Healthy SP:Full MV:Full >
Maego leaves south riding a wild stallion.

* R HP:Healthy SP:Full MV:Full > nar meh
You narrate 'meh'

north
* R HP:Healthy SP:Full MV:Full > Path to Tarwin's Gap
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the south.

* R HP:Healthy SP:Full MV:Full >
Maego narrates 'i'd run'

* R HP:Healthy SP:Full MV:Full > west
Edge of the Foothills
[ obvious exits: N E ]
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion has arrived from the east.

* R HP:Healthy SP:Full MV:Full > look
where
Edge of the Foothills
Here, the low hills roll gently out of the ground. Rougher ground can be
seen to the south, as the transition from the Blight into the impenetrable
Mountains of Dhoom continues. The rocky ground here supports a few gnarled
and twisted trees and scrub, which do nothing to wash the stench of death
and decay from the air.
[ obvious exits: N E ]
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Healthy SP:Full MV:Full > Players in your Zone
--------------------
Aish - Edge of the Foothills

* R HP:Healthy SP:Full MV:Full >
Darlana narrates 'benito rip' <--Fish guts!


Part 2


"I may be a fool, but I intend to be a live fool."
Mat Cauthon

* HP:Healthy SP:Full MV:Strong > Bend in the Road
[ obvious exits: N S W ]
A dirty rock lies here. [2]

* HP:Healthy SP:Full MV:Strong >
Fermin has arrived from the north, riding a spotted horse.

* HP:Healthy SP:Full MV:Strong >
Fermin leaves south riding a spotted horse.

* HP:Healthy SP:Full MV:Strong > nar horses couple gap
You narrate 'horses couple gap ' <-- Had to ditch the horse which I hagged thinking I had 294234 remounts :p

south
* HP:Healthy SP:Full MV:Strong > west
Edge of the Forest
[ obvious exits: N W ]

west
* HP:Healthy SP:Full MV:Strong > west
west
* HP:Healthy SP:Full MV:Strong > north
By the Road
[ obvious exits: N E W ]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.

* HP:Healthy SP:Full MV:Strong > In a Thick Forest
[ obvious exits: N E W ]

* HP:Healthy SP:Full MV:Strong > In a Dark Forest
[ obvious exits: N E W ]

* HP:Healthy SP:Full MV:Strong > Road to Tarwin's Gap
[ obvious exits: N E S ]
Fermin al'Danadale is standing here, riding a spotted horse.

* HP:Healthy SP:Full MV:Strong > Road to Tarwin's Gap
[ obvious exits: E S ]

* HP:Healthy SP:Full MV:Tiring >
Fermin narrates 'raish run'

* HP:Healthy SP:Full MV:Tiring > east
north
east
1 <-- And the remount wasn't there
west
south
west
south
west
west

Road to Tarwin's Gap
[ obvious exits: N E S W ]
Steg narrates 'kid woke up, afk'
Darlana narrates 'i back malk'

* HP:Healthy SP:Full MV:Tiring > In a Thick Forest
[ obvious exits: E S ]
A timber wolf is here, snarling hungrily.

...

* HP:Healthy SP:Bursting MV:Winded > west
west
A Pine Forest
[ obvious exits: E S W ]

* HP:Healthy SP:Bursting MV:Winded > south
Thick Forest
[ obvious exits: N E S W ]
A stealthy cougar gracefully makes its way through the terrain.

* HP:Healthy SP:Bursting MV:Winded > Thorny Hedges
[ obvious exits: N E S ]
A Shienaran scout blends into the surroundings here.

* HP:Healthy SP:Bursting MV:Winded > ca
Road to Tarwin's Gap
[ obvious exits: N E S W ]
*Roxie* is standing here.
*Burial* is standing here.
*Zankou* is standing here.
A trolloc is here commanding a fist of troops.
*Equitant* is standing here mending a weapon, riding a shadow stallion. <-- Fish guts!
*Equitant* slashes your head very hard.
Wimpy reset to: 227 hit points.
You panic and attempt to flee!

*Equitant* swiftly dodges your attempt to hit him.
A Dha'vol trolloc joins Equitant's fight!
*Equitant* slashes your left hand.
You flee head over heels.
Wimpy reset to: 194 hit points.
Thorny Hedges
[ obvious exits: N E S ]
A Shienaran scout blends into the surroundings here.
Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Winded > south
Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Winded > Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Winded > Alas, you cannot go that way...

* HP:Scratched SP:Bursting MV:Winded > Road to Tarwin's Gap
[ obvious exits: N E S W ]
*Roxie* is standing here.
*Burial* is standing here.
*Zankou* is standing here.
A trolloc is here commanding a fist of troops.
*Equitant* is standing here mending a weapon, riding a shadow stallion.
*Roxie* slashes your left leg.
*Burial* barely scythes your body.
*Zankou* blasts your left leg.

* HP:Hurt SP:Bursting MV:Winded - Roxie: Battered > You don't see a closed gate.

* HP:Hurt SP:Bursting MV:Winded - Roxie: Battered > No way! You're fighting for your life!

* HP:Hurt SP:Bursting MV:Winded - Roxie: Battered > f
Wimpy reset to: 161 hit points.
You panic and attempt to flee!


*Burial* scythes your head very hard.
*Roxie* slashes your head.


You flee head over heels.
Wimpy reset to: 130 hit points.
Thick Forest
[ obvious exits: N E S ]

* HP:Wounded SP:Bursting MV:Winded > east

*Equitant* has arrived from the north, riding a shadow stallion.
A Dha'vol trolloc has arrived from the north.
*Burial* has arrived from the north.
*Roxie* has arrived from the north.

east
* HP:Wounded SP:Bursting MV:Winded >
*Roxie* slashes your right leg hard.
*Equitant* slashes your left arm extremely hard.

* HP:Wounded SP:Bursting MV:Winded - Roxie: Battered > east
No way! You're fighting for your life!
*Burial* scythes your body.

* HP:Wounded SP:Bursting MV:Winded - Roxie: Battered > No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Roxie: Battered > f
east
No way! You're fighting for your life!

* HP:Wounded SP:Bursting MV:Winded - Roxie: Battered > east
You panic and attempt to flee!


*Burial* scythes your body.
*Equitant* slashes your right leg extremely hard.
*Roxie* barely tickles your body with her slash.

You flee head over heels.
Light Forest
[ obvious exits: N E W ]
Thick Forest
[ obvious exits: N W ]

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

* HP:Battered SP:Bursting MV:Weary > north
east
east
Edge of Forest
[ obvious exits: N E S W ]

east
east
* HP:Battered SP:Bursting MV:Weary > A Pine Forest
[ obvious exits: N E W ]

* HP:Battered SP:Bursting MV:Weary > A Pine Forest
[ obvious exits: N W ]

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

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

* HP:Battered SP:Bursting MV:Weary > north
east
east
The Dusty Road
[ obvious exits: N E S W ]

The Dusty Road
[ obvious exits: N E W ]

* HP:Battered SP:Bursting MV:Weary > A Winding Road
[ obvious exits: N W ]

* HP:Battered SP:Bursting MV:Weary > north
north
A Winding Road
[ obvious exits: N E S W ]

* HP:Battered SP:Bursting MV:Weary > A Winding Road
[ obvious exits: N E S ]

* HP:Battered SP:Bursting MV:Weary > north
east
east
Shadowing a Road
[ obvious exits: E S ]

* HP:Battered SP:Bursting MV:Haggard > A Winding Road
[ obvious exits: N E S W ]

* HP:Battered SP:Bursting MV:Haggard > A Winding Road
[ obvious exits: N W ]

* HP:Battered SP:Bursting MV:Haggard > sc
You have 114(260) hit and 15(128) movement points.
You have scored 96093952 experience points and 193 quest points.
You need 2406048 exp to level and 207 qp to rank.
You have amassed 43 Turn points to date.
You have played 43 days and 20 hours (real time).
This ranks you as Aish the Sister [Green Ajah 5] (Level 48).
You are standing.

And what do we say to the God of Death?

e
* HP:Battered SP:Bursting MV:Haggard > fd
You feel the flows of saidar coursing through your body.

* HP:Battered SP:Bursting MV:Haggard > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-=+**+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.

aish
Posts: 488
Joined: Wed Aug 31, 2016 5:18 am

Re: Adventures Of A Newly Raised Aes Sedai

Post by aish » Tue Jul 04, 2017 9:32 am

Part 3

"Almost dead yesterday, maybe dead tomorrow, but alive, gloriously alive, today."
Mat Cauthon

Coach Stop Along the Old Road
The North Road becomes the Old Road here, as it continues on to Deven Ride.
Although the road is identical in appearence, it has always born the
different name south of the Wagon Bridge. The bridge is just north of you,
and you can cross the Winespring into the village of Emond's Field from there.
[ obvious exits: N S ]
A bearded coachman stands here, waiting for passengers.

* HP:Battered SP:Strong MV:Haggard > r
Ok.

* HP:Battered SP:Strong MV:Haggard > nar heh
You narrate 'heh'

* HP:Battered SP:Strong MV:Haggard > nar ran into them :p
You narrate 'ran into them :p'


* HP:Battered SP:Strong MV:Haggard > where

* HP:Battered SP:Strong MV:Haggard > Players in your Zone
--------------------
Aish - Coach Stop Along the Old Road

* HP:Battered SP:Strong MV:Haggard > sc
You have 123(260) hit and 15(128) movement points.
You have scored 96093952 experience points and 193 quest points.
You need 2406048 exp to level and 207 qp to rank.
You have amassed 43 Turn points to date.
You have played 43 days and 20 hours (real time).
This ranks you as Aish the Sister [Green Ajah 5] (Level 48).
You are standing.

* HP:Battered SP:Strong MV:Haggard > rest
notice
look
You sit down and rest your tired bones.

* HP:Battered SP:Strong MV:Haggard > You start paying increased attention to your surroundings.

* HP:Battered SP:Strong MV:Haggard > Coach Stop Along the Old Road
The North Road becomes the Old Road here, as it continues on to Deven Ride.
Although the road is identical in appearence, it has always born the
different name south of the Wagon Bridge. The bridge is just north of you,
and you can cross the Winespring into the village of Emond's Field from there.
[ obvious exits: N S ]
A bearded coachman stands here, waiting for passengers. <-- How convenient if this is the coach back to Fal Dara!

* HP:Battered SP:Strong MV:Haggard > tell benito :(
You tell Benito ':('

* HP:Battered SP:Strong MV:Haggard > say fare
Your white aura has faded.
You say 'fare'

* HP:Wounded SP:Full MV:Weary > inv
You are carrying:
a soft leather pouch
two copper pennys
a water skin
ten gold crowns <-- Perfect
[2] a mirrored lantern
[4] a strange fruit
[4] a torch

* HP:Wounded SP:Full MV:Weary >
The Coachman says 'A trip to Amador will cost 5 gold crowns,' <-- Fish guts!
The Coachman says 'or a coach ticket, if you've got one.'

* HP:Wounded SP:Full MV:Weary >
The Coachman says 'Give me the money or the ticket when you are ready to go.'
The Coachman says 'Exact change only if you are paying cash, and no horses in the coach!'

* HP:Wounded SP:Full MV:Weary >
Benito tells you 'so dumb, 6 failed flees 1e ragan'

* HP:Wounded SP:Full MV:Weary > * HP:Wounded SP:Full MV:Weary > rep ughh :/
You reply to Benito 'ughh :/'

* HP:Wounded SP:Full MV:Weary > tel vash for once, i didn't die :p

Fermin narrates 'you ok aish?'

* HP:Wounded SP:Full MV:Weary > You tell Vash 'for once, i didn't die :p'

* HP:Wounded SP:Full MV:Weary > nar yeah
You narrate 'yeah'

* HP:Wounded SP:Full MV:Weary >
Vash tells you 'I did'

* HP:Wounded SP:Full MV:Weary >
Vash tells you 'glare'

* HP:Wounded SP:Full MV:Weary >
Verna tells you 'I fell in battle again :('

* HP:Wounded SP:Full MV:Weary >
Verna tells you 'aha'

* HP:Wounded SP:Full MV:Weary > tell vash :(
You tell Vash ':('

* HP:Wounded SP:Full MV:Weary >
Vash tells you 'nod, lagged, died'

* HP:Wounded SP:Bursting MV:Winded > tel verna sorry you died :( went up to run interference but it was too late
You tell Verna 'sorry you died :( went up to run interference but it was too late'

* HP:Wounded SP:Bursting MV:Winded > Players in your Zone
--------------------
Aish - Coach Stop Along the Old Road

* HP:Wounded SP:Bursting MV:Winded > nar would be cool if wept port followed :P
You narrate 'would be cool if wept port followed :P' <-- If the mountain won't come to Mohammed

Fermin narrates '1n'

* HP:Wounded SP:Bursting MV:Winded >
Maego narrates 'melayna'

* HP:Wounded SP:Bursting MV:Winded >
Fermin narrates 'off'

* HP:Wounded SP:Bursting MV:Winded >
Maego narrates 'wow this gets worse and worse'

* HP:Wounded SP:Bursting MV:Winded > sta
e
You stop resting, and stand up.

* HP:Wounded SP:Bursting MV:Winded > You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Bursting MV:Winded > clo key <-- Mohammed must go to the mountain!
[channel 'locate object']
You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
a sturdy black key - [ulinalkaengunya] - somewhere very far east of here.
a simple key - [nulmeyfmulijbea] - somewhere far north of here, carried by a human.
a plain copper key - [fmuuavflxfmukae] - somewhere very far southwest of here, carried by a
human.
the key to Amador's city gates - [mvuzfethgnsepli] - somewhere very far south of here, carried by a
human.
the key to Amador's city gates - [thgzfertipliuli] - somewhere very far south of here, carried by a
human.
a skull key - [nulrsahrtnseuli] - somewhere far southwest of here, carried by an animal.
a simple key - [rtikaeliqqulwuj] - somewhere far north of here, carried by a human.

* HP:Wounded SP:Full MV:Winded > r
Ok.

* HP:Wounded SP:Full MV:Winded > tell vash damn
You tell Vash 'damn'

* HP:Wounded SP:Full MV:Winded >
Darlana narrates 'mel in'

* HP:Wounded SP:Full MV:Winded > sta
e
You are already standing.


"I do read sometimes"
Mat Cauthon

Try VERY hard to remember Khahliana's list of locatable things, and then


* HP:Wounded SP:Full MV:Winded > You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Full MV:Winded > clo banner
[channel 'locate object']
You begin to weave the appropriate flows...

-=+**+=-
Light splashes across the sky as the sun rises above the rooftops of Emonds Field.

-=+*
Ok.
the banner of ancient Manetheren - [mvukaebeauliuav] - somewhere around here.

* HP:Wounded SP:Strong MV:Tiring > r
Ok.

* HP:Wounded SP:Strong MV:Tiring > es
Arglebargle, glop-glyf!?!

* HP:Wounded SP:Strong MV:Tiring > e
You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Strong MV:Tiring > ct mvukaebeauliuav
[channel 'travel']
You begin to weave the appropriate flows...

-=+**+=- -=+**+=-
Ok.
You are too flushed from the heat of battle to complete the weave!

* HP:Wounded SP:Strong MV:Tiring > r
Ok.

* HP:Wounded SP:Strong MV:Tiring > tell vash you know spams from amador coach in ef to ef?
You tell Vash 'you know spams from amador coach in ef to ef?'

* HP:Wounded SP:Strong MV:Tiring > r
Fermin narrates 'she got out?'
You aren't in touch with saidar to release anything.

* HP:Wounded SP:Strong MV:Tiring > alias te tell vash
Ok.
Maego narrates 'not sure'

* HP:Wounded SP:Strong MV:Tiring > te now i can't port :p
[tell vash]
You tell Vash 'now i can't port :p'

look
* HP:Wounded SP:Strong MV:Tiring > stat
Coach Stop Along the Old Road
The North Road becomes the Old Road here, as it continues on to Deven Ride.
Although the road is identical in appearence, it has always born the
different name south of the Wagon Bridge. The bridge is just north of you,
and you can cross the Winespring into the village of Emond's Field from there.
[ obvious exits: N S ]
A bearded coachman stands here, waiting for passengers.

* HP:Wounded SP:Strong MV:Tiring > You are a 279 year old female human channeler.
Your height is 5 feet, 10 inches, and you weigh 160.0 lbs.
You are carrying 11.1 lbs and wearing 32.9 lbs, very light.
Your base abilities are: Str:16 Int:16 Wil:19 Dex:18 Con:13.
Offensive bonus: 68, Dodging bonus: 83, Parrying bonus: 8
Your mood is: Wimpy. You will flee below: 130 Hit Points
Your armor absorbs about 42% on average.

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

* HP:Wounded SP:Strong MV:Tiring > notice
sta
You stop paying increased attention to your surroundings.

* HP:Wounded SP:Strong MV:Tiring > north <--- Don't want to hag again but decide to risk a small walk
You are already standing.

* HP:Wounded SP:Strong MV:Tiring > Wagon Bridge <-- Haha!
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.
Norberto narrates 'wept in'

* HP:Wounded SP:Strong MV:Tiring > look
Wagon Bridge
This is the Wagon Bridge, a small sturdy span of wood which is open on all
four sides. There is plenty of room for a cart or wagon with a team of
horses. The Winespring Water flows underground here, and bursts from a
stone outcropping in the village green. A palisade with sharpened points
has been erected to help defend Emond's Field, its gate lies to the east.
Nearby, the rope of a village warning bell dangles, to summon the village
defenders.

A tattered map flaps in the breeze.
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.

* HP:Wounded SP:Strong MV:Tiring >
Maego narrates 'if she jumped she died'

* HP:Wounded SP:Strong MV:Tiring >
Fermin narrates 'was super crit'

* HP:Wounded SP:Strong MV:Tiring > east
West End of the Green
[ obvious exits: N E S W ]
The Winespring Water bursts forth here, strong enough to barrel a man over.
Young Ewin Finngar is here, likely looking for mischief.
An Illuminator's assistant stands here carrying some colored tubes.

* HP:Wounded SP:Strong MV:Tiring >
Vash tells you 'n 2e'

* HP:Wounded SP:Strong MV:Tiring > tell vash haha
You tell Vash 'haha'

* HP:Wounded SP:Strong MV:Tiring > south
Master Luhhan's Forge
[ obvious exits: N ]
A stout wooden barrel stands nearby.
An oven stands here, radiating a dry heat.
Alsbet Luhhan is here, smiling happily.
An armorsmith's assistant stands here, ready to trade.
A powerfully built man bearing a tattoo of a Red Eagle on his neck is here.
A powerfully built man bearing a tattoo of a Red Eagle on his neck is here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
Village blacksmith Haral Luhhan stands nearby, huge arms bulging.

* HP:Wounded SP:Strong MV:Tiring > north
West End of the Green
[ obvious exits: N E S W ]
The Winespring Water bursts forth here, strong enough to barrel a man over.
Young Ewin Finngar is here, likely looking for mischief.
An Illuminator's assistant stands here carrying some colored tubes.

* HP:Wounded SP:Strong MV:Tiring > south
Master Luhhan's Forge
[ obvious exits: N ]
A stout wooden barrel stands nearby.
An oven stands here, radiating a dry heat.
Alsbet Luhhan is here, smiling happily.
An armorsmith's assistant stands here, ready to trade.
A powerfully built man bearing a tattoo of a Red Eagle on his neck is here.
A powerfully built man bearing a tattoo of a Red Eagle on his neck is here.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
Village blacksmith Haral Luhhan stands nearby, huge arms bulging.

stat
* HP:Wounded SP:Strong MV:Tiring > You are a 279 year old female human channeler.
Your height is 5 feet, 10 inches, and you weigh 160.0 lbs.
You are carrying 11.1 lbs and wearing 32.9 lbs, very light.
Your base abilities are: Str:16 Int:16 Wil:19 Dex:18 Con:13.
Offensive bonus: 68, Dodging bonus: 83, Parrying bonus: 8
Your mood is: Wimpy. You will flee below: 130 Hit Points
Your armor absorbs about 42% on average.

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

* HP:Wounded SP:Strong MV:Tiring > north
east
West End of the Green
[ obvious exits: N E S W ]
The Winespring Water bursts forth here, strong enough to barrel a man over.
Young Ewin Finngar is here, likely looking for mischief.
An Illuminator's assistant stands here carrying some colored tubes.

* HP:Wounded SP:Strong MV:Tiring > The Green
[ obvious exits: N E S W ]
A hanging lantern lights the path.
Wit Congar stands here, grumbling about something.
A black cat meanders to an unknown destination.
The Emond's Field town crier stands here, spreading the news.

* HP:Wounded SP:Strong MV:Tiring > south

The day has begun.

A Short Side-Street
[ obvious exits: N E S W ]
The fishmonger is here, hoping to buy your catch.

* HP:Hurt SP:Strong MV:Tiring > south
Small Shop
[ obvious exits: N ]
A boy stands here, grinning mischievously.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A shopkeeper stands here, restocking a few empty bins and shelves.

* HP:Hurt SP:Strong MV:Tiring > nar loc corpse?
You narrate 'loc corpse?'

north
* HP:Hurt SP:Strong MV:Tiring > west
A Short Side-Street
[ obvious exits: N E S W ]
The fishmonger is here, hoping to buy your catch.

* HP:Hurt SP:Strong MV:Tiring > The Inn's Stables
[ obvious exits: E ]
An iron lantern hangs from the wall above the gate.
A man walks among the horses here feeding them and rubbing them down.
A black cat meanders to an unknown destination.
A dun mare is here, snorting angrily.
A draft horse is here.
A draft horse is here.
A brown horse is here, nipping at a tuft of grass.
A shaggy brown mare stands here.

* HP:Hurt SP:Strong MV:Tiring > ride dun
You start riding her.

east
* R HP:Hurt SP:Strong
MV:Tiring >
Maego narrates 'wpe 1w of malk'

* R HP:Hurt SP:Strong MV:Tiring > north
A Short Side-Street
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.
The fishmonger is here, hoping to buy your catch.

* R HP:Hurt SP:Strong MV:Tiring > The Green
[ obvious exits: N E S W ]
A hanging lantern lights the path.
A dun mare is here, snorting angrily, being ridden by you.
Wit Congar stands here, grumbling about something.
A black cat meanders to an unknown destination.
The Emond's Field town crier stands here, spreading the news.

* R HP:Hurt SP:Strong MV:Tiring > west
north
north
north
West End of the Green
[ obvious exits: N E S W ]
The Winespring Water bursts forth here, strong enough to barrel a man over.
A dun mare is here, snorting angrily, being ridden by you.
A boy stands here, grinning mischievously.
Young Ewin Finngar is here, likely looking for mischief.
An Illuminator's assistant stands here carrying some colored tubes.

* R HP:Hurt SP:Strong MV:Tiring > You can't ride in there.

* R HP:Hurt SP:Strong MV:Tiring > You can't ride in there.

* R HP:Hurt SP:Strong MV:Tiring > You can't ride in there.

* R HP:Hurt SP:Strong MV:Tiring >
Fermin narrates '3w malk'

* R HP:Hurt SP:Strong MV:Tiring >
Ewin Finngar leaves east.

* R HP:Hurt SP:Strong MV:Tiring > nar i need a few to ride up
You narrate 'i need a few to ride up'
Darlana narrates 'no corpse'

west
* R HP:Hurt SP:Strong MV:Tiring > north
Wagon Bridge
[ obvious exits: N E S W ]
A banner portraying a red eagle is gently swaying in the wind here.
A dun mare is here, snorting angrily, being ridden by you.

west
* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N S ]
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > north
north
north
north
North Road
[ obvious exits: N S ]
A dun mare is here, snorting angrily, being ridden by you.

north
north
* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N S ]
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N E S ]
A dun mare is here, snorting angrily, being ridden by you.
A short man stands here, nervously eyeing everything in sight.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N E S ]
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N S ]
A dun mare is here, snorting angrily, being ridden by you.
A cute brown deer eyes you nervously.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N S ]
A dun mare is here, snorting angrily, being ridden by you.
A bee busily flies from plant to plant.
A bee busily flies from plant to plant.

* R HP:Hurt SP:Strong MV:Tiring > north
north
north
north
North Road
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.
A long-eared rabbit is here, looking quite sick.

* R HP:Hurt SP:Strong MV:Tiring > Bend in the North Road
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.
A bee busily flies from plant to plant.
A bee busily flies from plant to plant.

* R HP:Hurt SP:Strong MV:Tiring > Edge of the Westwood
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Edge of the Westwood
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > west
north
north
north
Westwood
[ obvious exits: E S ]
A dun mare is here, snorting angrily, being ridden by you.
An antelope blends into the scenery.
A sheep is here, bleating.
An antelope blends into the scenery.

north
north
* R HP:Hurt SP:Strong MV:Tiring > north
Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > east
east
north
Alas, you cannot go that way...

north
north
* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way... <-- This is why I never go south :P

* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > Edge of the Westwood
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.
A snake is lying on the ground here.
A long-eared rabbit is here, looking quite sick.

* R HP:Hurt SP:Strong MV:Tiring > North Road
[ obvious exits: N E S W ]
A dun mare is here, snorting angrily, being ridden by you.
A snake is lying on the ground here.
A snake is lying on the ground here.
A snake is lying on the ground here.

* R HP:Hurt SP:Strong MV:Tiring > Bend in the Road
[ obvious exits: S W ]
A dun mare is here, snorting angrily, being ridden by you.

* R HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* R HP:Hurt SP:Strong MV:Tiring > te i just feel like
[tell vash]
You tell Vash 'i just feel like'

* R HP:Hurt SP:Strong MV:Tiring > te i keep missing the pk
[tell vash]
You tell Vash 'i keep missing the pk'

north
north

A LONG ride - meanwhile interesting things happen elsewhere

* R HP:Scratched SP:Full MV:Strong > By an Apple Tree
[ obvious exits: N E S W ]
A juicy looking apple has fallen to the ground. [5]
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy brown mare stands here.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.
A wild stallion bucks madly.
A draft horse is here.
A shaggy brown mare stands here.
Maego narrates 'wow'

* R HP:Scratched SP:Full MV:Strong > 3
You stop riding him.
Maego narrates 'no one in fd but me' <--- "I cannot stand surety for anyone else, but I swear to you under the Light and by my hope of rebirth and salvation, he will not ride alone"

* HP:Scratched SP:Full MV:Strong > ride 2.gray
You start riding him.

* R HP:Scratched SP:Full MV:Strong > north
north
down
Along a Grassy Slope
[ obvious exits: N E S W ]
A gray palfrey prances skittishly nearby, being ridden by you.

....

* R HP:Scratched SP:Full MV:Strong > east
east
Gate to Alindaer
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A man is here.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* R HP:Scratched SP:Full MV:Strong > east
east
Air Avenue
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A rugged outdoorsman looks for supplies before heading back to the woods, riding a black stallion.
A worker busily earns a day's pay.
A sailor is here.

* R HP:Scratched SP:Full MV:Strong > You don't see a closed gate.

* R HP:Scratched SP:Full MV:Strong > Air Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
Weary and coated in dust, a merchant stands here.

* R HP:Scratched SP:Full MV:Strong > Air Avenue
[ obvious exits: N W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
Maego narrates 'haha'

...

* R HP:Scratched SP:Full MV:Strong > Players in your Zone
--------------------
Alric - Air Avenue
Aish - Air Avenue
Fermin - Tower Square
Mashad - Tower Square
Mierin - Tower Square

* R HP:Scratched SP:Full MV:Strong >
Alric has arrived from the west, riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Strong >
Alric leaves north riding a bloodstock stallion.

* R HP:Scratched SP:Full MV:Strong >
Maego narrates 'they getting out'

* R HP:Scratched SP:Full MV:Strong > north

Maego narrates 'via the gates'

* R HP:Scratched SP:Full MV:Strong > east
Tower Square
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gray palfrey prances skittishly nearby, being ridden by you.
A man is here.

* R HP:Scratched SP:Full MV:Strong > Tower Square
[ obvious exits: N E S W ]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A gray palfrey prances skittishly nearby, being ridden by you.
Alric the Overseer is standing here, riding a bloodstock stallion.
A warhorse is here, stamping his feet impatiently.
Fermin al'Danadale is standing here.
Mashad Blackwood is standing here.
Mierin Sedai is standing here, riding a bloodstock stallion.
The Tar Valon town crier stands here, spreading the news.

* R HP:Scratched SP:Full MV:Strong >
Alric says 'pk?'

* R HP:Scratched SP:Full MV:Strong >
Maego narrates 'which are opening'

* R HP:Scratched SP:Full MV:Strong >
Fermin says 'lots in fd'

* R HP:Scratched SP:Full MV:Strong > say lots fd
You say 'lots fd'

* R HP:Scratched SP:Full MV:Strong > say let's go
Alric nods in agreement.
You say 'let's go'

* R HP:Scratched SP:Full MV:Strong > fol mashad
You now follow Mashad.

* R HP:Scratched SP:Full MV:Strong >
Alric now follows Mashad.

* R HP:Scratched SP:Full MV:Strong >
Fermin says 'spare some heals?'

* R HP:Scratched SP:Full MV:Strong > say maybe i port in
e
You say 'maybe i port in'

* R HP:Scratched SP:Full MV:Strong > clo key
You feel the flows of saidar coursing through your body.

* R HP:Scratched SP:Full MV:Strong > [channel 'locate object']
You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
a small key decorated in jewels - [rtiuliwujliqvxz] - somewhere far southwest of here, carried by a
human.
a plain black key - [ulihrtliqngursa] - somewhere far north of here, carried by a human.
a dull black key - [nullijdsaolpliq] - somewhere around here.
Meneril's key - [thgzfefmunalpid] - somewhere far south of here, carried by a human.
a plain black key - [ulirxejovvxzqul] - somewhere far north of here.
a Cairhien gatekey - [uliliqcedbokmey] - somewhere southeast of here, carried by a human.
a Cairhien gatekey - [uavjovvxzoaeflx] - somewhere southeast of here, carried by a human.
a Cairhien gatekey - [dabjovcedjovoae] - somewhere southeast of here, carried by a human.
a bloodstained key - [thghrtoaeolppid] - somewhere very far north of here, carried by a human.
the gatekey to Fal Dara - [rtikaewujpliolp] - somewhere far north of here, carried by a human.
the gatekey to Fal Dara - [thgkaehrtnguliq] - somewhere far north of here, carried by a human.
the key to the gates of Tar Valon - [nulkaeoaerxeqry] - somewhere around here, carried by a human.
the key to the gates of Tar Valon - [rtiastoaehrtlij] - somewhere around here, carried by a human.
a small key decorated in jewels - [rtidabardflxdsa] - somewhere far southwest of here, carried by a
human.
the key to Caemlyn's gates - [mvudabdabjovnul] - somewhere far south of here, carried by a human.
a jail key - [nululithgmeydsa] - somewhere far south of here, carried by a human.
a great key inlaid with gold - [nuldabthgnulflx] - somewhere far south of here, carried by a human.

* R HP:Scratched SP:Strong MV:Strong >
Maego narrates 'they still in'
Mierin nods in agreement.

* R HP:Scratched SP:Strong MV:Strong >
A guardsman has arrived from the south.

* R HP:Scratched SP:Strong MV:Full > e
You are already in touch with saidar, can't you feel it?

ct rtikaewujpliolp <--- In my hurry, see what I did there?
* R HP:Scratched SP:Strong MV:Full > [channel 'travel']
You begin to weave the appropriate flows...

-=+**
You sense Mierin connecting to the True Source.

+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.
A Small Cabin
This simple but well crafted cabin is home to Hurin the Sniffer. Other
than a bed and dresser there are few things of interest here. This cabin
is rarely used as Hurin is usually out tracking down criminals.
[ obvious exits: W ]
Hurin the Sniffer is here, smelling the air.

* HP:Scratched SP:Strong MV:Full > r
Ok.

look
where
* HP:Scratched SP:Strong MV:Full > west
A Small Cabin
This simple but well crafted cabin is home to Hurin the Sniffer. Other
than a bed and dresser there are few things of interest here. This cabin
is rarely used as Hurin is usually out tracking down criminals.
[ obvious exits: W ]
Hurin the Sniffer is here, smelling the air.

* HP:Scratched SP:Strong MV:Full > Players in your Zone
--------------------
Maego - Malkier Gate
Aish - A Small Cabin

* HP:Scratched SP:Strong MV:Full > nar am here
Road to the East Gate
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Strong MV:Strong > You narrate 'am here'

* HP:Scratched SP:Strong MV:Strong > north
north
north
north
Road Inside the City Walls
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man is here.
A grizzled Shienaran veteran looks on.

* HP:Scratched SP:Strong MV:Strong > Inside the East Gate
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A Shienaran gatekeeper stands here, watching over the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* HP:Scratched SP:Strong MV:Strong > Road Inside the City Walls
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Scratched SP:Strong MV:Strong > Bend in the Road
[ obvious exits: S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The fishmonger is here, hoping to buy your catch.
A gleeman is here, wearing a cloak of different colored patches.

* HP:Scratched SP:Strong MV:Strong > west
west
west
Road Inside the City Walls
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.

* HP:Scratched SP:Strong MV:Strong > Road Inside the City Walls
[ obvious exits: E W ]
The corpse of Jeia is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Equitant* is standing here mending a weapon, riding a shadow stallion.
*Burial* is standing here.
A run-down looking man wanders aimlessly, collecting lost belongings.
A grizzled Shienaran veteran looks on.
An elite Shienaran guard attends his duties.
A gray palfrey prances skittishly nearby.

* HP:Scratched SP:Strong MV:Strong > Malkier Gate
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
*Zankou* is here, fighting a Shienaran gate guard.
Maego of Tarabon is here, fighting Zankou, riding a warhorse.
A black cat meanders to an unknown destination.
A Shienaran gate guard is here, fighting Zankou.
A Shienaran gate guard is here, fighting Zankou.
A Shienaran gate guard is here, fighting Zankou.
A Shienaran gate guard is here, fighting Zankou.

* HP:Scratched SP:Strong MV:Strong >
*Zankou* leaves east.

* HP:Scratched SP:Strong MV:Strong >
Maego narrates 'on malk'

* HP:Scratched SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.

we
* HP:Scratched SP:Strong MV:Strong > The temperature is about 5 degrees.
The sky is lightly snowing, and a breezy wind comes from the north.

* HP:Scratched SP:Strong MV:Strong > ci dark
[channel 'ice spikes']
Nobody here by that name.

* HP:Scratched SP:Strong MV:Strong >
The grinding of stone on concrete from above becomes louder.

* HP:Scratched SP:Strong MV:Strong >
*Zankou* has arrived from the east.

look
where
* HP:Scratched SP:Strong MV:Strong >
A poor trash collector has arrived from the east.
Maego slashes *Zankou*'s body.

* HP:Scratched SP:Strong MV:Strong > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A run-down looking man wanders aimlessly, collecting lost belongings.
*Zankou* is here, fighting Maego.
Maego of Tarabon is here, fighting Zankou, riding a warhorse.
A black cat meanders to an unknown destination.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

* HP:Scratched SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Malkier Gate
Maego - Malkier Gate

* HP:Scratched SP:Strong MV:Strong >
*Zankou* panics, and attempts to flee!

* HP:Scratched SP:Strong MV:Strong > ci dark

A Shienaran gate guard barely slashes Zankou's body.
A Shienaran gate guard bellows 'Darkfriend!'

* HP:Scratched SP:Strong MV:Strong > [channel 'ice spikes']
You begin to weave the appropriate flows...

-
*Zankou* leaves west.

=+**
*Equitant* has arrived from the east, riding a shadow stallion.

+
Maego tries to slash *Equitant*, but he deflects the blow.

=- -=
Your target is no longer here!

* HP:Scratched SP:Strong MV:Strong >
*Equitant* panics, and attempts to flee!

* HP:Scratched SP:Strong MV:Strong >

Maego tries to slash *Equitant*, but he parries successfully.
A Shienaran gate guard joins Maego's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
*Burial* has arrived from the east.

* HP:Scratched SP:Strong MV:Strong > A Shienaran gate guard bellows 'Darkfriend!'
A Shienaran gate guard bellows 'Darkfriend!'
[channel 'ice spikes']
You begin to weave the appropriate flows...

-
Maego narrates 'on'

=
Maego barely slashes *Burial*'s body.

+
The grizzled veteran has arrived from the east.

**+
Fermin narrates 'wpet in tv'
*Burial* panics, and attempts to flee!

=
Alric narrates 'wept in tv' <-- Mountain is being very elusive!

-
A Shienaran gate guard joins the grizzled veteran's fight!
A Shienaran gate guard joins the grizzled veteran's fight!
A Shienaran gate guard joins the grizzled veteran's fight!
A Shienaran gate guard joins the grizzled veteran's fight!
A Shienaran gate guard barely slashes Burial's body.
A Shienaran gate guard barely slashes Burial's body.
A Shienaran gate guard barely tickles Burial's body with his slash.
A Shienaran gate guard barely slashes Burial's body.
The grizzled veteran barely scythes Burial's left hand.
Maego barely slashes *Burial*'s body.
The Fal Dara alarm horn sounds loudly.
A flaming slick of hot oil pours down from above!
The hot oil poured from above burns *Burial*'s flesh!

-=
Ok.
Spikes of solid ice form in your hands, which you launch at *Burial*.

* HP:Scratched SP:Strong MV:Strong - Maego: Healthy - Burial: Beaten >

*Burial* leaves west.

* HP:Scratched SP:Strong MV:Strong > [channel 'ice spikes']
Nobody here by that name.

* HP:Scratched SP:Strong MV:Strong > look

A Shienaran gate guard bellows 'Darkfriend!'

kill $target$
* HP:Scratched SP:Strong MV:Strong > Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
Maego of Tarabon is standing here, riding a warhorse.
A black cat meanders to an unknown destination.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.

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

* HP:Scratched SP:Strong MV:Strong > nar burial beat
You narrate 'burial beat'

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

* HP:Scratched SP:Strong MV:Strong > Variable 'target1' is set to: burial
Your target is now set to burial.
aa burial
l n
#alias o open Malkiergate;#alias p close Malkiergate;#alias kn knock Malkiergate;
Aliased 'o' to: open Malkiergate
Aliased 'p' to: close Malkiergate
Aliased 'kn' to: knock Malkiergate
The Malkiergate is closed.

* HP:Scratched SP:Strong MV:Strong >
Maego has arrived from the west, riding a warhorse.

* HP:Scratched SP:Strong MV:Strong >
Maego leaves east riding a warhorse.

* HP:Scratched SP:Strong MV:Strong > e
west
You are already in touch with saidar, can't you feel it?
Maego has arrived from the east, riding a warhorse.

q
* HP:Scratched SP:Strong MV:Strong > Road Inside the City Walls
[ obvious exits: E W U ]
A thick black cloak seems to make a puddle on the ground.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
A black cat meanders to an unknown destination.

* HP:Scratched SP:Strong MV:Strong > Nobody here by that name.

All are out of FD, meanwhile Melayna has also gone TV after Fermin!

* HP:Scratched SP:Strong MV:Strong > Top of the Northeast Tower
[ obvious exits: S D ]
A tough Shienaran soldier waits here.
A quiet servant awaits instructions from his master.
An archer draws his bow with a steady hand and a sharp eye.

* HP:Scratched SP:Strong MV:Strong >
The master of scouts bellows 'Incoming message!!'

* HP:Scratched SP:Strong MV:Strong >
Maego narrates 'mel was so low just a sec ago, ugh'

* HP:Scratched SP:Strong MV:Strong >
The master of scouts bellows 'Roxie was spotted in The Dusty Road'
The master of scouts bellows 'Roxie was spotted in The Dusty Road'
The master of scouts bellows 'Zankou was spotted in Little Trail'

nar someone have a tv code?
* HP:Scratched SP:Strong MV:Strong > You narrate 'someone have a tv code?'

* HP:Scratched SP:Strong MV:Strong > north
look
Ok.

where
* HP:Scratched SP:Strong MV:Strong > kill $target$
kill $target$
kill $target$
Are you crazy? You can't just walk out of a second story window!
You'll have to take your chances and JUMP OUT! <---- A foretelling, this will be important later
Top of the Northeast Tower
Here on the upper floor of this tall watchtower you can gaze out north and
east through the narrow arrow slits upon the outer town and the surrounding
wilderness beyond. Scattered groves of hemlock and spruce dot the low
alpine grassland. A strange heat haze comes from further north, marking
the blight. Beyond that you can just make out Tarwin's Gap. On the other
side of the tower more slits give good cover fire to the keep's inner
courtyard. There is a hole in the north wall, where there was once a
murderhole, out of which you can fall into the road north of Fal Dara.
[ obvious exits: S D ]
A tough Shienaran soldier waits here.
A quiet servant awaits instructions from his master.
An archer draws his bow with a steady hand and a sharp eye.

* HP:Scratched SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Top of the Northeast Tower
Maego - Center of the Courtyard

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

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

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

* HP:Scratched SP:Strong MV:Strong > kill $target$
look
where
They aren't here.

* HP:Scratched SP:Strong MV:Strong > Top of the Northeast Tower
Here on the upper floor of this tall watchtower you can gaze out north and
east through the narrow arrow slits upon the outer town and the surrounding
wilderness beyond. Scattered groves of hemlock and spruce dot the low
alpine grassland. A strange heat haze comes from further north, marking
the blight. Beyond that you can just make out Tarwin's Gap. On the other
side of the tower more slits give good cover fire to the keep's inner
courtyard. There is a hole in the north wall, where there was once a
murderhole, out of which you can fall into the road north of Fal Dara.
[ obvious exits: S D ]
A tough Shienaran soldier waits here.
A quiet servant awaits instructions from his master.
An archer draws his bow with a steady hand and a sharp eye.

* HP:Scratched SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Top of the Northeast Tower
Maego - Center of the Courtyard

* HP:Scratched SP:Strong MV:Strong > south
south

Fermin narrates 'they both wvd'

down
* HP:Scratched SP:Strong MV:Strong > On the Keep Wall
[ obvious exits: N S ]
A grizzled Shienaran veteran looks on.
A tall, well-dressed noble strolls arrogantly by.


...

* HP:Healthy SP:Strong MV:Strong > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A mirrored lantern has been left here.
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
You notice a wooden bucket is hidden here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.

* HP:Healthy SP:Strong MV:Strong >
Maego has arrived from the north.

* HP:Healthy SP:Strong MV:Strong >
Maego starts riding a warhorse.

* HP:Healthy SP:Strong MV:Strong > whop

Arglebargle, glop-glyf!?!

* HP:Healthy SP:Strong MV:Strong > * HP:Healthy SP:Strong MV:Strong >
Maego leaves south riding a warhorse.

* HP:Healthy SP:Strong MV:Strong > who female
Females
---------
Aish Midori [Green Ajah]
Verna Rhemdahl, Tower Accepted [White Tower]
Mierin Sedai [White Ajah]
Lady Darlana Krasa [Brown Ajah]
Glow of Shienar
Harper of the Borderlands
Selma of Kandor

7 players displayed. <-- Sigh where is an eager-to-please Accepted with port codes when you need one?!

* HP:Healthy SP:Strong MV:Strong > nar my kingdom for a tv code :p
You narrate 'my kingdom for a tv code :p'
* HP:Healthy SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Strong MV:Strong > clo key
[channel 'locate object']
You begin to weave the appropriate flows...

-=+**+=- -=+*
Ok.
a plain black key - [uavwujknevxzpid] - somewhere south of here, carried by a human.
a dull black key - [rtilijdsanalfmu] - somewhere far south of here.
a plain black key - [flxardfmungupid] - somewhere south of here.
a Cairhien gatekey - [uliknenguileast] - somewhere very far south of here, carried by a human.
a Cairhien gatekey - [ulijovvxzoaeuav] - somewhere very far south of here, carried by a human.
a Cairhien gatekey - [uliliqsdejovdsa] - somewhere very far south of here, carried by a human.
a dull black key - [ulirtiqryfmumvu] - somewhere northeast of here, carried by a myrddraal.
a bloodstained key - [rtirxeilenalpid] - somewhere northwest of here, carried by a human.
a black iron key - [mvufmufmurxeolp] - somewhere very far north of here, carried by a trolloc.
the gatekey to Fal Dara - [rtimeyrxensenya] - somewhere around here, carried by a human.
the gatekey to Fal Dara - [rtikaerxevxzfmu] - somewhere around here, carried by a human.
the key to the gates of Tar Valon - [thgastilerxenal] - somewhere far south of here, carried by a
human.
the key to the gates of Tar Valon - [mvumeydsahrtkae] - somewhere far south of here, carried by a
human.

* HP:Healthy SP:Strong MV:Strong > nar go tower if you low
You narrate 'go tower if you low'

* HP:Healthy SP:Strong MV:Strong > al tv channel 'travel' thgastilerxenal
e
Ok.

tv
* HP:Healthy SP:Strong MV:Strong > You are already in touch with saidar, can't you feel it?

* HP:Healthy SP:Strong MV:Strong > [channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...

-=+**+=-
Alric narrates 'locate my scim?'

-
Fermin narrates 'they are on square atm'

=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.

aish
Posts: 488
Joined: Wed Aug 31, 2016 5:18 am

Re: Adventures Of A Newly Raised Aes Sedai

Post by aish » Tue Jul 04, 2017 9:33 am

Part 5

“We are always more afraid than we wish to be, but we can always be braver than we expect”
Sorilea

Osendrelle Way
Here, along the beautiful white walls, the buildings mimic the flowing
water on the other side. To the south, the street opens up in front of
the Gate to Osenrein. It also continues north, shifting slightly eastwards
along the gleaming white walls.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman goes about her daily business here.

* HP:Healthy SP:Good MV:Strong > Variable 'target1' is set to: wept
Your target is now set to wept.
aa wept
r
Ok.

south
look
* HP:Healthy SP:Good MV:Strong > where
Gate to Osenrein
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man gambles away his purse.
A man meanders here, quietly speaking to himself.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Healthy SP:Good MV:Strong > Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man gambles away his purse.
A man meanders here, quietly speaking to himself.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Alric - Fire Avenue
Aish - Gate to Osenrein

* HP:Healthy SP:Good MV:Strong > nar where u?
You narrate 'where u?'

west
west
* HP:Healthy SP:Good MV:Strong > e
Fire Avenue
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman wearing a drawn hood walks by here.

* HP:Healthy SP:Good MV:Strong > Fire Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Good MV:Strong > You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Good MV:Strong > we
The temperature is about 0 degrees.
The sky is lightly snowing, and a mild wind comes from the north.

* HP:Healthy SP:Good MV:Strong > west
Alric narrates 'am tv'
Fire Avenue
[ obvious exits: N E ]
An oil lamp, set in a steel
cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.

* HP:Healthy SP:Good MV:Strong > look
Fire Avenue
The buildings along this road rise up together on both sides. They are built
close together and carvings of flames adorn their walls with each rooftop
resembles the tip of a flame. The actual road itself appears as if it were
parting a gigantic fire through its center. The White Tower looms over this
road from the west as the road blazes its way towards the Osenrein Gate.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.

* HP:Healthy SP:Good MV:Strong > look
where
Fire Avenue
The buildings along this road rise up together on both sides. They are built
close together and carvings of flames adorn their walls with each rooftop
resembles the tip of a flame. The actual road itself appears as if it were
parting a gigantic fire through its center. The White Tower looms over this
road from the west as the road blazes its way towards the Osenrein Gate.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.

* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Aish - Fire Avenue

* HP:Healthy SP:Good MV:Strong > north
Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

* HP:Healthy SP:Good MV:Strong > scan w
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
*Melayna* is here, fighting a guardsman, riding a shadow stallion.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Healthy SP:Good MV:Strong > nar am 1e of them
You narrate 'am 1e of them'

* HP:Healthy SP:Good MV:Strong > change mood wimpy
r
Mood changed to: Wimpy
Wimpy reset to: 130 hit points.

look
* HP:Healthy SP:Good MV:Strong > Ok.

* HP:Healthy SP:Good MV:Strong > Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

* HP:Healthy SP:Good MV:Strong > nar you grouped?
You narrate 'you grouped?'

* HP:Healthy SP:Good MV:Strong > look
where
Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Aish - Tower Square

* HP:Healthy SP:Good MV:Strong > scan w
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
*Melayna* is here, fighting a guardsman, riding a shadow stallion.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Healthy SP:Good MV:Strong > e
west
You feel the flows of saidar coursing through your body.

channel 'flame' h.dreadlord
* HP:Healthy SP:Good MV:Strong > Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is here, fighting a guardsman.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Healthy SP:Good MV:Strong > You begin to weave the appropriate flows...

-=+**+
*Melayna* tries to strike a guardsman, but he deflects the blow.
*Wept* pierces a guardsman's left foot very hard.
A guardsman is dead! R.I.P.
Your blood freezes as you hear a guardsman's death cry.
*Wept* barely pierces your body.

=
Ok.
*Wept* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Wept*.
*Wept* leaves north riding a gray palfrey.

* HP:Scratched SP:Good MV:Strong >
You sense *Melayna* is channeling saidar.

* HP:Scratched SP:Good MV:Strong >
You are already in touch with saidar, can't you feel it?

north
* HP:Scratched SP:Good MV:Strong >
Fermin has arrived from the north.

* HP:Scratched SP:Good MV:Strong > Tarlomen's Gate
[ obvious exits: N E S ]
*Wept* is here, fighting Alric, riding a gray palfrey.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A Tower guard is here protecting the peace.
A warder stands nearby, calm yet poised to leap into battle.
A calm woman bathed in serenity seems to attract your attention.
A Tower guard is here protecting the peace.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
*Wept* leaves north riding a gray palfrey.

* HP:Scratched SP:Good MV:Strong >
Fermin has arrived from the south.

* HP:Scratched SP:Good MV:Strong > channel 'flame' h.dreadlord
Nobody here by that name.

* HP:Scratched SP:Good MV:Strong > south
channel 'flame' h.dreadlord

Fermin leaves north.

* HP:Scratched SP:Good MV:Strong > Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Scratched SP:Good MV:Strong > You begin to weave the appropriate flows...

-=+*
*Melayna* strikes your left foot hard.


Ouch! You couldn't maintain the flows.

* HP:Scratched SP:Good MV:Strong - Melayna: Wounded >
The River Lady has arrived at the docks.

You sense *Melayna* is channeling saidar.

channel 'flame' h.dreadlord
* HP:Scratched SP:Good MV:Strong - Melayna: Wounded >
*Wept* has arrived from the east, riding a gray palfrey.

* HP:Scratched SP:Good MV:Strong - Melayna: Wounded > You begin to weave the appropriate flows...

f
-=
*Wept* pierces your head very hard.

Cancelled.
You panic and attempt to flee!


You flee head over heels.
Southharbor Boulevard
[ obvious exits: N S ]

* HP:Hurt SP:Good MV:Strong > nar need to group
You narrate 'need to group'

scan n
* HP:Hurt SP:Good MV:Strong > *Wept* is standing here, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Hurt SP:Good MV:Strong > north
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Wept* is standing here, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

ci wept
* HP:Hurt SP:Good MV:Strong >
*Wept* tries to pierce you, but you deflect the blow.

* HP:Hurt SP:Good MV:Strong - Wept: Battered > [channel 'ice spikes']
You begin to weave the appropriate flows...

-=
You swiftly dodge *Wept*'s attempt to pierce you.

+*
You sense *Melayna* is channeling saidar.

*+=- -=
Ok.
*Wept* panics, and attempts to flee!
Spikes of solid ice form in your hands, which you launch at *Wept*.

HAHAHHAHAAHAHAHA *ahem* but seriously giving myself bragging rights for the next decade for this one moment because of who the two players are.


* HP:Hurt SP:Good MV:Strong - Wept: Beaten >
You gasp in pain as streaks of fire from *Melayna* burn your body!

* HP:Wounded SP:Good MV:Strong - Wept: Beaten > f

*Melayna* strikes your left foot.
*Wept* swiftly dodges your attempt to hit him.
*Wept* barely pierces your body.
Fermin has arrived from the north.
*Wept* leaves east riding a gray palfrey.

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded > You panic and attempt to flee!
You sense *Melayna* is channeling saidar.


You flee head over heels.
Southharbor Boulevard
[ obvious exits: N S ]

* HP:Wounded SP:Good MV:Strong >
Maego narrates 'be VERY careful - TV sucks now - most shops have doors'

* HP:Wounded SP:Good MV:Strong > north
ci melayna
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
*Wept* is here, fighting Alric, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Wounded SP:Good MV:Strong > [channel 'ice spikes'] <-- What are the odds??
You begin to weave the appropriate flows...

-
*Wept* tries to pierce Alric, but he parries successfully.
*Wept* panics, and attempts to flee!
You sense *Melayna* is channeling saidar.

=
*Wept* avoids being bashed by Alric who loses his balance and falls!

+*
*Wept* leaves north riding a gray palfrey.
*Wept* has arrived from the north, riding a gray palfrey.

*+=-
*Wept* leaves south riding a gray palfrey.


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

-
Ouch! You couldn't maintain the flows. <-- Teehee

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >

*Melayna* tries to strike you, but you deflect the blow.
You try to hit *Melayna*, but she dodges the attack.
You sense *Melayna* is channeling saidar.

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
Alric starts following you.

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded > Alric slices *Melayna*'s left arm hard.
[channel 'ice spikes']
You begin to weave the appropriate flows...

-=+**
Maego narrates 'so if they trap you in something ie. the stable'

+=-
Alric tries to slice *Melayna*, but she parries successfully.
*Melayna* barely strikes your left hand.
Ouch! You couldn't maintain the flows.

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
*Melayna* panics, and attempts to flee!

* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
*Melayna* leaves west.

* HP:Wounded SP:Good MV:Strong >
Fermin has arrived from the east.

* HP:Wounded SP:Good MV:Strong > f
Southharbor Boulevard
[ obvious exits: N S ]
*Wept* is standing here, riding a gray palfrey.

* HP:Wounded SP:Good MV:Tiring > channel 'flame' h.dreadlord

*Wept* leaves north riding a gray palfrey.

* HP:Wounded SP:Good MV:Tiring > Fermin has arrived from the north.
Nobody here by that name.

* HP:Wounded SP:Good MV:Tiring > north
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Wept* is here, fighting Alric, riding a gray palfrey.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Wounded SP:Good MV:Tiring > You begin to weave the appropriate flows...

-=+
*Melayna* has arrived from the west.

*
*Wept* panics, and attempts to flee!
You sense *Melayna* connecting to the True Source.

*+
You sense *Melayna* is channeling saidar.

=
Ok.
Streaks of fire flow from your hands, burning *Wept*.

* HP:Wounded SP:Fading MV:Tiring - Alric: Healthy - Wept: Beaten >
Fermin has arrived from the south.
*Wept* leaves east riding a gray palfrey.

channel 'flame' h.dreadlord
* HP:Wounded SP:Fading MV:Tiring > You begin to weave the appropriate flows...

-
Fermin tries to pierce *Melayna*, but she deflects the blow.

=+
Fermin tries to pierce *Melayna*, but she deflects the blow.

**
Ouch! That Really did HURT!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your body is pierced by razor sharp ice spikes sent by *Melayna*!


Alric tries to slice *Melayna*, but she deflects the blow.


You sense *Melayna* is channeling saidar.


Fermin panics, and attempts to flee!
You flee head over heels.
Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

* HP:Battered SP:Fading MV:Tiring >
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'

* HP:Battered SP:Fading MV:Tiring > west
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Melayna* is here, fighting Alric.
Alric the Overseer is here, fighting Melayna, riding a bloodstock stallion.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Battered SP:Fading MV:Tiring > You begin to weave the appropriate flows...

-
*Melayna* avoids being bashed by Alric who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your body is pierced by razor sharp ice spikes sent by *Melayna*! <-- newbed this re-entry!


*Melayna* tries to strike Alric, but he parries successfully.


You flee head over heels.
Tower Square
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Weary and coated in dust, a merchant stands here.

* HP:Critical SP:Fading MV:Tiring > channel 'flame' h.dreadlord
east
Nobody here by that name.

* HP:Critical SP:Fading MV:Tiring >
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A raucous group of sailors has arrived from the east.

* HP:Critical SP:Fading MV:Tiring > east
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Melayna* is here, fighting Alric.
Alric the Overseer is here, fighting Melayna, riding a bloodstock stallion.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.

* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.

* HP:Critical SP:Fading MV:Tiring > sc

Fermin narrates 'come 1n square'

north
* HP:Critical SP:Fading MV:Tiring > north
You have 37(260) hit, 39(163) saidar and 76(128) movement points.
You have scored 96093636 experience points and 193 quest points.
You need 2406364 exp to level and 207 qp to rank.
You have amassed 43 Turn points to date.
You have played 43 days and 20 hours (real time).
This ranks you as Aish the Sister [Green Ajah 5] (Level 48).
You are standing.

* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Critical SP:Fading MV:Tiring > west
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Critical SP:Fading MV:Tiring > Nobody here by that name.

* HP:Critical SP:Fading MV:Tiring >
A Tar Valon bridgeguard bellows 'The Shadowspawn, Wept, has been spotted!'
A Tar Valon bridgeguard bellows 'The Shadowspawn, Wept, has been spotted!'

* HP:Critical SP:Fading MV:Tiring >
Your heartbeat calms down more as you feel less panicked.

* HP:Beaten SP:Fading MV:Tiring > south
channel 'flame' h.dreadlord
The North Gate
[ obvious exits: N S W ]
A young girl in a plain white dress stands here.
A quiet servant awaits instructions from his master.
A warder stands nearby, calm yet poised to leap into battle.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.

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

* HP:Beaten SP:Fading MV:Tiring > south
channel 'flame' h.dreadlord
A Graveled Path
[ obvious exits: N E S W ]


Then some spam - they get out of tv, Alric Vash and I look etc

Part 6

"Nothing like a little dance with Trollocs to ready you for sleep. Right, Aviendha?"
Mat Cauthon



* R HP:Battered SP:Strong MV:Full > look
where
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You notice a mirrored lantern is hidden here.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Vash of the Borderlands is standing here.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* R HP:Battered SP:Strong MV:Full > Players in your Zone
--------------------
Aish - Gate to Daghain
Vash - Gate to Daghain
Taziar - Gate to Daghain

* R HP:Battered SP:Strong MV:Full > r
You aren't in touch with saidar to release anything.

* R HP:Battered SP:Strong MV:Full >
Vash says 'don't go out' <--- Fish guts!

* R HP:Battered SP:Strong MV:Full >
Alric has disbanded the group.
You stop following Alric.

* R HP:Battered SP:Strong MV:Full >
Verna has arrived from the south, riding a warhorse.

* R HP:Battered SP:Strong MV:Full >
Vash leaves west.

* R HP:Battered SP:Strong MV:Full >
Verna leaves east riding a warhorse.

* R HP:Battered SP:Strong MV:Full >
Alric tells you 'need to afk sorry'

* R HP:Battered SP:Strong MV:Full >
Verna has arrived from the east, riding a warhorse.

* R HP:Battered SP:Strong MV:Full > rep nod
You reply to Alric 'nod'

* R HP:Battered SP:Strong MV:Full > look
where
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You notice a mirrored lantern is hidden here.
Verna Rhemdahl, Tower Accepted is standing here, riding a warhorse.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

rest
* R HP:Battered SP:Strong MV:Full > Players in your Zone
--------------------
Verna - Gate to Daghain
Vash - Tower Square
Aish - Gate to Daghain
Taziar - Gate to Daghain

* R HP:Battered SP:Strong MV:Full > notice
look
You sit down and rest your tired bones.

* R HP:Battered SP:Strong MV:Full > You start paying increased attention to your surroundings.
Verna says 'Where have they gone' <--- That's the Aviendha spirit

* R HP:Battered SP:Strong MV:Full > Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Verna Rhemdahl, Tower Accepted is standing here, riding a warhorse.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* R HP:Battered SP:Strong MV:Full >
Verna curtseys before you.

* R HP:Battered SP:Strong MV:Full >
Verna sits down and rests.

....


* R HP:Wounded SP:Strong MV:Strong > east
Thick Forest
[ obvious exits: E W ]
A mirrored lantern has been left here. [2]
A hunk of beef has been left here. [8]
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven is here flying around.
An elk with massive antlers eyes you with curiosity.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Wounded SP:Strong MV:Strong > tr
It's a little difficult to read old tracks in the snow...


It's a little difficult to read old tracks in the snow...

-
It's a little difficult to read old tracks in the snow...

=
It's a little difficult to read old tracks in the snow...

+
It's a little difficult to read old tracks in the snow...
Some obvious fairly recent bloody traces of a Trolloc leaving east.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving east. <-- Sigh!
Some obvious fairly recent tracks of a Dha'vol trolloc leaving east.
Some obvious fairly recent tracks of Zankou leaving east.
Some clear fairly recent tracks of Roxie leaving east.

* R HP:Wounded SP:Strong MV:Strong >
A raven leaves east.

east
* R HP:Wounded SP:Strong MV:Full > north
north
west
Dense Forest
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.

...


* R HP:Wounded SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - The Yard Before the Monastery

* R HP:Wounded SP:Strong MV:Strong > 3
east
You stop riding him.

* HP:Wounded SP:Strong MV:Strong > On the Stone Steps
[ obvious exits: E W ]
The corpse of Benito is lying here. <-- Mourn if you must, but mourn on the march to Tarmon Gai’don.
A squirrel is here, chittering.
A warhorse is here, stamping his feet impatiently.

...


* R HP:Wounded SP:Full MV:Strong > south
The Blight
[ obvious exits: N E S ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly. <--- Some good came of this at least!
A severed head lies on the ground, eyes staring sightlessly.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.

* R HP:Wounded SP:Full MV:Strong >
Mierin chats 'Well they were sports, it seems. I was afk in square while reading
forums, came back and Wept and Melayna were in the square with me. But hadn't
attacked.' <-- I knew there was still good in you Melayna-kin Skywalker!


* R HP:Wounded SP:Full MV:Strong >
A Dha'vol trolloc barely cleaves your body.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A shrill piercing scream reverberates through the area.

* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > get all
You get the war scalp of Wilthush the Trolloc slain in the Blight.
You get the severed head of Zankou the Trolloc slain in Shienar.
You get the severed head of Loqr the Trolloc slain in Shienar.

* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > f

A Dha'vol trolloc tickles your body with his cleave.
You barely tickle a Dha'vol trolloc's body with your pierce.
A Dha'vol trolloc tries to cleave you, but you deflect the blow.

* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > south
south
You panic and attempt to flee!


You flee head over heels.
The Blight
[ obvious exits: N S D ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

...

* R HP:Wounded SP:Full MV:Tiring > * R HP:Wounded SP:Full MV:Tiring > nar who all clanned were in that pk?
You narrate 'who all clanned were in that pk?'

* R HP:Wounded SP:Full MV:Tiring > nar they dropped scalps
You narrate 'they dropped scalps'

* R HP:Wounded SP:Full MV:Tiring > `
It starts to rain.
A warhorse is in excellent condition.
A warhorse is tiring.

* R HP:Wounded SP:Bursting MV:Strong > look
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 ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly.
A lantern has been left here.
A water skin made from dried human flesh lies here.
A plain weapons belt has been forgotten here.
A large slab of meat has been placed here.
A brown sack has been left here.
A water skin has been left on the ground.
A sickly, skinny deer stands here in a daze.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A mole is here, looking sickly.
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 forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Wounded SP:Bursting MV:Strong > west
west
north
Path Before the Gate
[ obvious exits: E W ]
The corpse of Verna is lying here.
A shiny metal helmet lies to one side.
A shirt of thin linked mail lies here.
A pair of sturdy metal half-gauntlets has been set here.
An evil-looking spiked club lies here on the ground.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.

* R HP:Wounded SP:Bursting MV:Strong > Path to the Old Monastery
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > notice
look
x
You start paying increased attention to your surroundings.

* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > No-one by that name here.

* R HP:Wounded SP:Bursting MV:Strong > inv
You are carrying:
the severed head of Zankou the Trolloc slain in Shienar
the severed head of Loqr the Trolloc slain in Shienar
the war scalp of Wilthush the Trolloc slain in the Blight

* R HP:Wounded SP:Bursting MV:Strong > x
No-one by that name here.

* R HP:Wounded SP:Bursting MV:Strong > `
look
A warhorse is in excellent condition.
A warhorse is winded.

* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong >
Vash tells you 'can you grab them for me? I lost quite a few'

x
* R HP:Wounded SP:Bursting MV:Strong > No-one by that name here.

* R HP:Wounded SP:Bursting MV:Strong > rep nod got them
You reply to Vash 'nod got them'

* R HP:Wounded SP:Bursting MV:Strong > rep you fd or tv?
You reply to Vash 'you fd or tv?'

* R HP:Wounded SP:Bursting MV:Strong > `
look
A warhorse is in excellent condition.
A warhorse is winded.

* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > notice
south
You stop paying increased attention to your surroundings.

east
east
* R HP:Wounded SP:Bursting MV:Strong > Path to the Old Monastery
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded SP:Bursting MV:Strong > Path Before the Gate
[ obvious exits: E W ]
The corpse of Verna is lying here.
A shiny metal helmet lies to one side.
A shirt of thin linked mail lies here.
A pair of sturdy metal half-gauntlets has been set here.
An evil-looking spiked club lies here on the ground.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.

* R HP:Wounded SP:Bursting MV:Strong > The Yard Before the Monastery
[ obvious exits: N E S W ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly.
A lantern has been left here.
A water skin made from dried human flesh lies here.
A plain weapons belt has been forgotten here.
A large slab of meat has been placed here.
A brown sack has been left here.
A water skin has been left on the ground.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A warhorse is here, stamping his feet impatiently.
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 forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Wounded SP:Bursting MV:Strong >
Vash tells you 'tv'

* R HP:Wounded SP:Bursting MV:Strong > 3
11
You stop riding him.

* HP:Wounded SP:Bursting MV:Strong > You start riding him.

* R HP:Wounded SP:Bursting MV:Strong > e
You feel the flows of saidar coursing through your body.

tv
* R HP:Wounded SP:Bursting MV:Strong > [channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...

-=
Alric tells you 'oh grats on shawling!' <-- :) :)

+**+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.

Part 7

"Bad habits pay off in the long run."
Mat Cauthon


Hallway Around the Bedrooms
The tall, straight hallway runs toward a bedroom to the west and takes a
turn up ahead to the west. The patterned rug on the floor, and the
tapestries on the walls complement each other, while small figurines and
knickknacks set in alcoves in the wall add accents. Gilded lamps stand
ready to add to the light should the light from outside fail.
[ obvious exits: E W ]
A loyal servant stands here attending to his duties. <-- Ugh what does it mean to be a LOYAL SERVANT in a bedroom? CREEP ALERT

* HP:Wounded SP:Strong MV:Strong > tell alric Thank you :)
You tell Alric 'Thank you :)'

r
* HP:Wounded SP:Strong MV:Strong > west
Ok.

* HP:Wounded SP:Strong MV:Strong > Palace Hallway Before a Bedroom
[ obvious exits: E S W ]

* HP:Wounded SP:Strong MV:Strong > tell vash dung i misported
You tell Vash 'dung i misported'

* HP:Wounded SP:Strong MV:Strong > where
Players in your Zone
--------------------
Aish - Palace Hallway Before a Bedroom

* HP:Wounded SP:Strong MV:Strong > west
Hallway Around the Bedchambers
[ obvious exits: E W ]

* HP:Wounded SP:Strong MV:Strong > west
Corner of the Palace Before the Bedchambers
[ obvious exits: E S U D ]

* HP:Wounded SP:Strong MV:Strong >
Vash tells you 'LOL'

* HP:Wounded SP:Strong MV:Strong > south
Hallway Around the Bedchambers
[ obvious exits: N S ]
A Sun Palace guard eyes everyone that passes by. <-- Okay phew!
A member of the King's guard stands here, surveying the area.

* HP:Wounded SP:Strong MV:Strong > look
where
Hallway Around the Bedchambers
The wide hallway with tall ceiling seems out of place on a floor full of
bedrooms. A lush rug lines the floor, and colorful tapestries the walls.
Beautiful figurines sit in their carved alcoves in the wall and tall
windows provide a peek of the city from high above. Lamps on golden stands
are ready to provide extra light should it be needed.
[ obvious exits: N S ]
A Sun Palace guard eyes everyone that passes by.
A member of the King's guard stands here, surveying the area.

south
* HP:Wounded SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Hallway Around the Bedchambers

* HP:Wounded SP:Strong MV:Strong > Hallway Ouside a Small Bedroom
[ obvious exits: N E S ]
A Sun Palace guard eyes everyone that passes by.

* HP:Wounded SP:Strong MV:Strong > rep ok it's cairhien
You reply to Vash 'ok it's cairhien'

e
* HP:Wounded SP:Strong MV:Strong > You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Strong MV:Strong > tv <-- Notice, alias was fine
[channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...

-=+**+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Alric the Overseer is standing here, riding a bloodstock stallion.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

* HP:Wounded SP:Strong MV:Full >
Alric tells you 'is what you made you came back?'

r
* HP:Wounded SP:Strong MV:Full > Ok.

...


* HP:Wounded SP:Strong MV:Strong > The Woman of Tanchico
[ obvious exits: W U ]
A black cat meanders to an unknown destination.
The postmaster stands here, ready to deliver the mail.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* HP:Wounded SP:Strong MV:Strong > Reception of the Woman of Tanchico
[ obvious exits: D ]
Steg Martel {Lancer Applicant} is standing here.
Vash of the Borderlands is standing here.
The innkeeper bustles about, helping guests into rooms.

* HP:Wounded SP:Strong MV:Strong > give scalp vash


You give the severed head of Zankou the Trolloc slain in Shienar to Vash.

* HP:Wounded SP:Strong MV:Strong > You give the severed head of Loqr the Trolloc slain in Shienar to
Vash.

* HP:Wounded SP:Strong MV:Strong > inv
You give the war scalp of Wilthush the Trolloc slain in the Blight to Vash.

* HP:Wounded SP:Strong MV:Strong > You are carrying:
Nothing.
Steg says 'its karma'

* HP:Wounded SP:Strong MV:Strong >
Vash licks you.

* HP:Wounded SP:Strong MV:Strong >
Steg looks at you.

* HP:Wounded SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.

fd <--- Ahem ahem!
* HP:Wounded SP:Strong MV:Strong > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-
Steg gives you a pair of lissome leather boots with metal capped toes.

=+**+=- -=+**
Vash says 'hey that's most of the heads I had!! wow'

+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.


A Seamstress Shop
Fabrics of various cuts and styles hang from the walls and adorn the tables
in this establishment. The wooden floorboards creak with age when they're
stepped upon and a small, but clean, window looks out onto the the main
street of the village. A wooden counter is conveniently located on the
northern wall of the shop, allowing the seamstress to watch over her goods.
[ obvious exits: S ]
A little boy plays here.
A long-nosed woman deals women's wear here.

* HP:Hurt SP:Strong MV:Strong > r
Ok.

* HP:Hurt SP:Strong MV:Strong > rep i guess
You reply to Alric 'i guess'

* HP:Hurt SP:Strong MV:Strong > south
look
where
A Road through Maracru <--- Guess who isn't Brown Ajah and has never heard of 'Maracru' before?
[ obvious exits: N E S W ]

* HP:Hurt SP:Strong MV:Strong > A Road through Maracru
Buildings of brick and stone line either side of the road through the
village of Maracru. An assortment of closed shops are intermixed with some
manor houses and an occasional inn. Despite this place once being on a
trade route, the general area is in state of neglect and disrepair.
[ obvious exits: N E S W ]

* HP:Hurt SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - A Road through Maracru

* HP:Hurt SP:Strong MV:Strong >
Steg narrates 'aish had more stuff for you :P'

* HP:Hurt SP:Strong MV:Strong >
A small dog has arrived from the east.

* HP:Hurt SP:Strong MV:Strong > alias te tell vash
Ok.

* HP:Hurt SP:Strong MV:Strong > te stare
[tell vash]
You tell Vash 'stare'

* HP:Hurt SP:Strong MV:Strong > te i misported again
[tell vash]
You tell Vash 'i misported again'

* HP:Hurt SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.

* HP:Hurt SP:Strong MV:Strong > clo key <--- We will do it right this time!
[channel 'locate object']
You begin to weave the appropriate flows...

-=+**+=
Vash tells you 'LOL'

- -=+*
Ok.
a tarnished copper key - [lijhrtflxpidnul] - somewhere southwest of here, carried by a human.
a massive iron key - [meywujflxkaeile] - somewhere southwest of here, carried by a human.
a dull rusted key - [uliknequlfmujov] - somewhere west of here.
a plain copper key - [liqdabuavoaenul] - somewhere southeast of here, carried by a human.
the key to Amador's city gates - [mvuzfertinsense] - somewhere far southeast of here, carried by a
human.
the key to Amador's city gates - [thgopamvuzfeuli] - somewhere far southeast of here, carried by a
human.
the Falme gatekey - [rtiilemeynulnal] - somewhere far northwest of here, carried by a seanchan.
a skull key - [nulqulhrtnguard] - somewhere northeast of here, carried by an animal.

* HP:Hurt SP:Good MV:Strong > r
Ok.

* HP:Hurt SP:Good MV:Strong >
Vash tells you 'you are apro'

* HP:Hurt SP:Good MV:Strong > rep only thing reachable is
You reply to Vash 'only thing reachable is'

* HP:Hurt SP:Strong MV:Full > rep amador and falme
You reply to Vash 'amador and falme'

* HP:Hurt SP:Strong MV:Full > e
You feel the flows of saidar coursing through your body.

* HP:Hurt SP:Strong MV:Full
>
Vash tells you 'oh my god'

* HP:Hurt SP:Strong MV:Full > nar oh?
You narrate 'oh?'

* HP:Hurt SP:Strong MV:Full
>
Vash tells you 'what room name'

* HP:Hurt SP:Strong MV:Full > look
A Road through Maracru
Buildings of brick and stone line either side of the road through the
village of Maracru. An assortment of closed shops are intermixed with some
manor houses and an occasional inn. Despite this place once being on a
trade route, the general area is in state of neglect and disrepair.
[ obvious exits: N E S W ]
A small dog is here, barking furiously.

* HP:Hurt SP:Strong MV:Full > r
Ok.


* HP:Hurt SP:Strong MV:Full > rep maracru

A small dog leaves east.

* HP:Hurt SP:Strong MV:Full > You reply to Vash 'maracru'

* HP:Hurt SP:Strong MV:Full > rep is ok i'll just misport again
e
You reply to Vash 'is ok i'll just misport again'

* HP:Hurt SP:Strong MV:Full > You feel the flows of saidar coursing through your body.

* HP:Hurt SP:Strong MV:Full > tv

Darlana tells you 'are you staves?' <-- Considered asking her but decided she would give me complicated spams my 16 int brain won't be able to process!

* HP:Hurt SP:Strong MV:Full > [channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...

-=+*
Steg narrates 'aigh got a angreal for u'

*+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.

aish
Posts: 488
Joined: Wed Aug 31, 2016 5:18 am

Re: Adventures Of A Newly Raised Aes Sedai

Post by aish » Tue Jul 04, 2017 9:36 am

Part 8

"Luck is a horse to ride like any other."
Mat Cauthon


Middle of A Long Hallway
A long hallway stretches to the east and west, its dark gray stone walls
decorated only by tattered bits and pieces of once beautiful tapestries.
Small brass candle holders dangle from the plastered ceiling in a straight
line the entire length of the hall, heavily tarnished and covered in melted
wax. A narrow doorway, its wooden frame shattered on the right-hand side,
leads southward into a dusty bedroom.
[ obvious exits: E S W ]

No loyal servants here, nothing creepy about THIS bedroom!

* HP:Hurt SP:Good MV:Full > tell darlana nod
r
You tell Darlana 'nod'

* HP:Hurt SP:Good MV:Full > Ok.

* HP:Hurt SP:Good MV:Full > look

Steg narrates 'wow typo, aish'

where

* HP:Hurt SP:Good MV:Full > Players in your Zone
--------------------
Aish - Middle of A Long Hallway

* HP:Hurt SP:Good MV:Full > west
A Dark Hallway
[ obvious exits: E W ]

* HP:Hurt SP:Good MV:Full > west
Before the Furnace
[ obvious exits: N E S ]
A wolfish trolloc is here, howling for blood. <--- hrrm, perhaps a quest mob? a little guy in a small corner of a nice Andoran or Tairen mansion?

* HP:Hurt SP:Good MV:Strong >
Darlana tells you 'got sungs for you'

* HP:Hurt SP:Good MV:Strong > east
A Dark Hallway
[ obvious exits: E W ]
Vash tells you 'you're becoming my favorite person' <-- Likewise!

* HP:Hurt SP:Good MV:Strong > look
A Dark Hallway
A lamp hangs in the middle of the northern wall. A jagged dent and crack, as
if a barbed mace took a sudden dislike to it, has rendered it useless. The
ceiling seems to be missing several supporting timbers and several
keystones that can be found strewn about the room a bit worse for wear.
[ obvious exits: E W ]

* HP:Hurt SP:Good MV:Strong > te before the furnace with wolfish?
[tell vash]
You tell Vash 'before the furnace with wolfish?'

* HP:Hurt SP:Good MV:Strong > east
Middle of A Long Hallway
[ obvious exits: E S W ]

* HP:Hurt SP:Good MV:Strong > south
An Abandoned Bedroom
[ obvious exits: N ]
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Strong MV:Full > r
north
You aren't in touch with saidar to release anything.

* HP:Hurt SP:Strong MV:Full > Middle of A Long Hallway
[ obvious exits: E S W ]

* HP:Hurt SP:Strong MV:Full > scan s
* HP:Hurt SP:Strong MV:Full >
Vash tells you 'oh my'

* HP:Hurt SP:Strong MV:Full > rep sounds rhahimish
You reply to Vash 'sounds rhahimish'

* HP:Hurt SP:Strong MV:Full > rep an abandoned bedroom
You reply to Vash 'an abandoned bedroom'

* HP:Hurt SP:Strong MV:Full > north
west
Alas, you cannot go that way...

* HP:Hurt SP:Strong MV:Full > A Dark Hallway
[ obvious exits: E W ]

* HP:Hurt SP:Strong MV:Full > south
west
south
Alas, you cannot go that way...

* HP:Hurt SP:Strong MV:Full > Before the Furnace
[ obvious exits: N E S ]
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Strong MV:Strong > Before a Broken Door
[ obvious exits: N E S W ]

* HP:Hurt SP:Strong MV:Strong > south
Among the Shattered Tiles <-- hrrrmmmm
[ obvious exits: N E S W ]
A hound of the shadow smells blood in the air.
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously. <-- Hrrrmmm!

* HP:Hurt SP:Strong MV:Strong > north
Before a Broken Door
[ obvious exits: N E S W ]

* HP:Hurt SP:Strong MV:Strong >
A boarish trolloc has arrived from the south.
A boarish trolloc tickles your body with its crush.
You pierce a boarish trolloc's right arm.
A boarish trolloc crushes your body.

* HP:Hurt SP:Strong MV:Strong - a boarish trolloc: Healthy > te shattered tiles?
f
[tell vash]
You tell Vash 'shattered tiles?'

* HP:Hurt SP:Strong MV:Strong - a boarish trolloc: Healthy > You panic and attempt to flee!


You flee head over heels.
The Broken Stick
[ obvious exits: S W ]
A fade emerges from the shadows as you pass by.

* HP:Hurt SP:Strong MV:Strong > west
north
Before a Broken Door
[ obvious exits: N E S W ]
A beastly, boar-headed trolloc growls maliciously.

* HP:Hurt SP:Strong MV:Strong > north
Before the Furnace
[ obvious exits: N E S ]
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Strong MV:Strong > The Filthy Blacksmith
[ obvious exits: S ]
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space. <--- Crap

* HP:Hurt SP:Strong MV:Tiring > south
Before the Furnace
[ obvious exits: N E S ]
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Strong MV:Tiring > south
Before a Broken Door
[ obvious exits: N E S W ]
A beastly, boar-headed trolloc growls maliciously.

* HP:Hurt SP:Strong MV:Tiring > te oh dung
[tell vash]
You tell Vash 'oh dung'
Vash tells you 'you're in'

* HP:Hurt SP:Strong MV:Tiring >
A boarish trolloc says 'cdC BxHR`I^ \Kz H]?f `gj Q\ErrP q\VH hznlvc '
A boarish trolloc tries to crush you, but you dodge the attack.

* HP:Hurt SP:Strong MV:Tiring - a boarish trolloc: Healthy > nar where's the filthy blacksmith?
f

You try to pierce a boarish trolloc, but it deflects the blow.
A boarish trolloc tickles your body with its crush.

* HP:Hurt SP:Strong MV:Tiring - a boarish trolloc: Healthy > You narrate 'where's the filthy
blacksmith?'

* HP:Hurt SP:Strong MV:Tiring - a boarish trolloc: Healthy > You panic and attempt to flee!


You flee head over heels.
The Broken Stick
[ obvious exits: S W ]
A fade emerges from the shadows as you pass by.

* HP:Hurt SP:Strong MV:Tiring > west
west
Before a Broken Door
[ obvious exits: N E S W ]
A beastly, boar-headed trolloc growls maliciously.

* HP:Hurt SP:Strong MV:Tiring > Atop the Staircase
[ obvious exits: E D ]

* HP:Hurt SP:Strong MV:Tiring > e

Vash tells you 'a BAD place'

* HP:Hurt SP:Strong MV:Tiring > You feel the flows of saidar coursing through your body.

* HP:Hurt SP:Strong MV:Tiring > fd <--- Time to press the magic button
[channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-=
Vash tells you 'get out'

+**+=- -=
Vash tells you 'dt's all around'

+**
Vash tells you 'just'

+=-
Ok.
You are too flushed from the heat of battle to complete the weave!

* HP:Hurt SP:Good MV:Tiring >
Vash tells you 'get sps'

* HP:Hurt SP:Good MV:Tiring > rep cant

Vash tells you 'and port'

* HP:Hurt SP:Good MV:Tiring > You reply to Vash 'cant'

* HP:Hurt SP:Good MV:Tiring > rep no quit
r
You reply to Vash 'no quit'

* HP:Hurt SP:Good MV:Tiring > Ok.

* HP:Hurt SP:Good MV:Tiring > rest
You sit down and rest your tired bones.
You sheath a dagger into a wide leather wristband.

* HP:Hurt SP:Good MV:Tiring >
A boarish trolloc has arrived from below.
You swiftly dodge a boarish trolloc's attempt to crush you.
You try to quietly draw a dagger from a wide leather wristband.
A boarish trolloc swiftly dodges your attempt to pierce it.
A boarish trolloc barely crushes your body.
You feel parched from the hot weather.

* HP:Hurt SP:Good MV:Strong - a boarish trolloc: Healthy > rep where's
You reply to Vash 'where's'

* HP:Hurt SP:Good MV:Strong - a boarish trolloc: Healthy >
Vash tells you 'rest then'

* HP:Hurt SP:Good MV:Strong - a boarish
trolloc: Healthy >
You try to pierce a boarish trolloc, but it deflects the blow.
A boarish trolloc crushes your left arm.

rep meh mobs chasing
* HP:Hurt SP:Good MV:Strong - a boarish trolloc: Healthy > f
You reply to Vash 'meh mobs chasing'

* HP:Hurt SP:Good MV:Strong - a boarish trolloc: Healthy > You panic and attempt to flee!


You flee head over heels.
Before a Broken Door
[ obvious exits: N E S W ]
A beastly, boar-headed trolloc growls maliciously.

* HP:Hurt SP:Good MV:Tiring > south
Among the Shattered Tiles
[ obvious exits: N E S W ]
A hound of the shadow smells blood in the air.
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Good MV:Tiring > south
Among the Stacks
[ obvious exits: N ]
A short, shifty trolloc conceals herself in the shadows here.

* HP:Hurt SP:Good MV:Tiring > north
Among the Shattered Tiles
[ obvious exits: N E S W ]
A hound of the shadow smells blood in the air.
A wolfish trolloc is here, howling for blood.

* HP:Hurt SP:Good MV:Tiring > west
A hound of the shadow hits your right arm.
You swiftly dodge a wolfish trolloc's attempt to crush you.
No way! You're fighting for your life!

* HP:Hurt SP:Good MV:Tiring - a hound of the shadow: Healthy > f
You panic and attempt to flee!


You flee head over heels.
South of the Broken Stick
[ obvious exits: N E W U ]

* HP:Hurt SP:Good MV:Tiring >
Vash tells you 'you'rein trolloc city'

* HP:Hurt SP:Good MV:Tiring > rest
You sit down and rest your tired bones.
You sheath a dagger into a wide leather wristband.

* HP:Hurt SP:Good MV:Tiring > rep which one?
You reply to Vash 'which one?'

look
where
* HP:Hurt SP:Good MV:Tiring > South of the Broken Stick
A wide gap resides in the northern wall where once a thick wall stood. The
large gray stones have been spread across the floor surrounding the opening
which reveals the makings of a small and messy grocery store. A thin stone
staircase leads along the southern wall as it leads upwards.
[ obvious exits: N E W U ]

* HP:Hurt SP:Good MV:Tiring > Players in your Zone
--------------------
Aish - South of the Broken Stick

* HP:Hurt SP:Good MV:Tiring > notice
look
You start paying increased attention to your surroundings.

* HP:Hurt SP:Good MV:Tiring > South of the Broken Stick
A wide gap resides in the northern wall where once a thick wall stood. The
large gray stones have been spread across the floor surrounding the opening
which reveals the makings of a small and messy grocery store. A thin stone
staircase leads along the southern wall as it leads upwards.
[ obvious exits: N E W U ]

* HP:Hurt SP:Good MV:Tiring > x
No-one by that name here.

* HP:Hurt SP:Good MV:Tiring > rep i feel like frodo
You reply to Vash 'i feel like frodo'

* HP:Hurt SP:Good MV:Tiring > rep inside that place
You reply to Vash 'inside that place'
Vash tells you 'the one by kandor'

* HP:Hurt SP:Good MV:Tiring >
Vash tells you 'LOL'

* HP:Hurt SP:Good MV:Tiring > rep before he meets that spider lady
You reply to Vash 'before he meets that spider lady'

* HP:Hurt SP:Good MV:Tiring > tell steg will take me few to get back :p
No-one by that name here..

* HP:Hurt SP:Good MV:Tiring > * HP:Hurt SP:Strong MV:Strong >
Vash tells you 'go s to a 4 exit, then go s again, 2w 2s jump out'

* HP:Hurt SP:Strong MV:Strong >
Verna chats 'anyone smobbing'

*
HP:Hurt SP:Strong MV:Strong > tell darlana i died with 2 angreal :(
You tell Darlana 'i died with 2 angreal :(' <-- The regrets that flash through in the last moments of your life

* HP:Hurt SP:Strong MV:Strong >
A wolfish trolloc has arrived from the west.
A wolfish trolloc crushes your body.

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched >
You try to quietly draw a dagger from a wide leather wristband.
You tickle a wolfish trolloc's right leg with your pierce.
A wolfish trolloc barely crushes your left hand.

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > sf
south
Arglebargle, glop-glyf!?!

south
south
* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > No way! You're fighting for your
life!

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > No way! You're fighting for your
life!

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > No way! You're fighting for your
life!

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched >
You barely tickle a wolfish trolloc's body with your pierce.
A wolfish trolloc crushes your head very hard.

change mood wimpy
* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > f
Mood changed to: Wimpy
Wimpy reset to: 130 hit points.

south
south
* HP:Hurt SP:Strong
MV:Strong - a wolfish
trolloc: Scratched >
Vash tells you 'that spider lady was creeptastic'

* HP:Hurt SP:Strong MV:Strong - a wolfish trolloc: Scratched > south
You panic and attempt to flee!

You flee head over heels.
Among the Shattered Tiles
[ obvious exits: N E S W ]
A hound of the shadow smells blood in the air.
Among the Stacks
[ obvious exits: N ]
A short, shifty trolloc conceals herself in the shadows here.

* HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Hurt SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Hurt SP:Strong MV:Tiring >
Darlana tells you 'wow'

* HP:Hurt SP:Strong MV:Tiring >
A wolfish trolloc has arrived from the north.

* HP:Hurt SP:Strong MV:Tiring >
The sneaky trolloc barely hits your body.
A wolfish trolloc joins the sneaky trolloc's fight!
A wolfish trolloc tries to crush you, but you dodge the attack.
You try to pierce the sneaky trolloc, but she parries successfully.
The sneaky trolloc hits your body.
Darlana tells you 'well i'm in fd'

* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > te from shifty?
[tell vash]
You tell Vash 'from shifty?'

* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy >
A wolfish trolloc crushes your left arm.
You try to pierce the sneaky trolloc, but she deflects the blow.
The sneaky trolloc hits your left arm.

* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > f
west
PANIC! You couldn't escape!

west
* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > A wolfish trolloc crushes your
body.
You try to pierce the sneaky trolloc, but she parries successfully.
The sneaky trolloc hits your right leg very hard.
No way! You're fighting for your life!

* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > No way! You're fighting for your
life!

* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > change mood wimpy
f
west
Mood changed to: Wimpy
Wimpy reset to: 130 hit points.

south
* HP:Wounded SP:Strong MV:Tiring - the sneaky trolloc: Healthy > You panic and attempt to flee!
Darlana tells you 'regening sps'

south
You flee head over heels.
Among the Shattered Tiles
[ obvious exits: N E S W ]
A hound of the shadow smells blood in the air.
Through the Broad Hallway
[ obvious exits: E W ]

* HP:Wounded SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > west
At a Broken Stairwell
[ obvious exits: N E S W U ]
A huge darkhound is here, drooling and snarling.

* HP:Wounded SP:Strong MV:Tiring >
A huge darkhound tickles your body with its hit.
A huge darkhound sears your flesh with a scorching flame!

* HP:Wounded SP:Strong MV:Tiring - a huge darkhound: Scratched > south
south
No way! You're fighting for your life!

f
* HP:Wounded SP:Strong MV:Tiring - a huge darkhound: Scratched > No way! You're fighting for your
life!

* HP:Wounded SP:Strong MV:Tiring - a huge darkhound: Scratched > south
south
You panic and attempt to flee!


A huge darkhound hits your body.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A huge darkhound sears your flesh with a scorching flame!


Vash tells you 'hrm'

You flee head over heels.
Through the Broad Hallway
[ obvious exits: E W ]
Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > south
Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring >
A huge darkhound has arrived from the west.
Darlana tells you 'has 2 sungs for you' <-- :D

* HP:Wounded SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > look
Through the Broad Hallway
A long table rests against the southern wall, just high enough to reach the
bottom of a once-colorful mural depicting a horse rearing against a preying
leopard. A large slice has been cleanly removed from the center front
portion of the table somehow offering it a very unstable appearance.
[ obvious exits: E W ]
A huge darkhound is here, drooling and snarling.

west
* HP:Wounded SP:Strong MV:Tiring > west
At a Broken Stairwell
[ obvious exits: N E S W U ]

* HP:Wounded SP:Strong MV:Tiring > Off the Intersection
[ obvious exits: E W ]

* HP:Wounded SP:Strong MV:Tiring > look
where

A huge darkhound has arrived from the east.

* HP:Wounded SP:Strong MV:Tiring > Off the Intersection
Broken lamps made of brass and heavily tarnished with age and lack of care,
line the northern and southern wall as it extends to the west away from a
four-way intersection. A thin row of tile, a faded black hue with silver
circles, are slightly recessed, forming a line from the northern wall to the
southern, marking the passage out of the hallway and into housing.
[ obvious exits: E W ]
A huge darkhound is here, fighting YOU!

* HP:Wounded SP:Strong MV:Tiring > Players in your Zone
--------------------
Aish - Off the Intersection

* HP:Wounded SP:Strong MV:Tiring > west
west
A wolfish trolloc has arrived from the east.
Before an Apartment
[ obvious exits: N E ]

* HP:Wounded SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > e
fd <--- A lucky break perhaps??
You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Strong MV:Tiring > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-=+**+=- -=+**+=-
Ok.
You are too flushed from the heat of battle to complete the weave! <-- Fish guts!

* HP:Wounded SP:Good MV:Tiring > r
Ok.

* HP:Wounded SP:Good MV:Tiring >
Your heartbeat calms down more as you feel less panicked. <-- Yes!

* HP:Wounded SP:Strong MV:Tiring >
Vash tells you 'from shifty n 2w 2s jump out' <--- :D

* HP:Wounded SP:Strong MV:Tiring > tell darlana nod, trying ot get out of this place i'm stuck in :P
You tell Darlana 'nod, trying ot get out of this place i'm stuck in :P'

stat
* HP:Wounded SP:Strong MV:Tiring > e
You are a 279 year old female human channeler.
Your height is 5 feet, 10 inches, and you weigh 160.0 lbs.
You are carrying 4.0 lbs and wearing 45.5 lbs, very light.
Your base abilities are: Str:16 Int:16 Wil:19 Dex:18 Con:13.
Offensive bonus: 70, Dodging bonus: 82, Parrying bonus: 8
Your mood is: Wimpy. You will flee below: 130 Hit Points
Your armor absorbs about 42% on average.

You are subjected to the following effects:
- NOTICE
- ARMOR

* HP:Wounded SP:Strong MV:Tiring > You feel the flows of saidar coursing through your body.

* HP:Wounded SP:Strong MV:Tiring > fd

A huge darkhound has arrived from the east.
A wolfish trolloc has arrived from the east. <--- Nooooo!

* HP:Wounded SP:Strong MV:Tiring > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-=
A huge darkhound joins the sneaky trolloc's fight!
A wolfish trolloc joins the sneaky trolloc's fight!

+**+=-
A wolfish trolloc barely crushes your left foot.
A huge darkhound tickles your body with its hit.
The sneaky trolloc hits your body hard.
Ouch! You couldn't maintain the flows.

* HP:Wounded SP:Strong MV:Tiring - a wolfish trolloc: Healthy > r
f
Ok.

* HP:Wounded SP:Strong MV:Tiring - a wolfish trolloc: Healthy > You panic and attempt to flee!


You flee head over heels.
At the Entryway
[ obvious exits: N E S W ]

* HP:Wounded SP:Strong MV:Tiring > east
east
At the Fireplace
[ obvious exits: W ]

* HP:Wounded SP:Strong MV:Tiring > Alas, you cannot go that way...

* HP:Wounded SP:Strong MV:Tiring > west
north
At the Entryway
[ obvious exits: N E S W ]

* HP:Wounded SP:Strong MV:Tiring > The Sitting Room
[ obvious exits: S W ]
A fade emerges from the shadows as you pass by.

* HP:Wounded SP:Strong MV:Tiring > west

A fade slashes your body.
You panic and attempt to flee!

You flee head over heels.
At the Entryway
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A short, shifty trolloc conceals herself in the shadows here.
A huge darkhound is here, drooling and snarling.
A Small Library
[ obvious exits: E ]

f
* HP:Battered SP:Strong MV:Winded > At the Entryway
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A short, shifty trolloc conceals herself in the shadows here.
A huge darkhound is here, drooling and snarling.

* HP:Battered SP:Strong MV:Winded > south
east
Before an Apartment
[ obvious exits: N E ]

* HP:Battered SP:Strong MV:Winded > Off the Intersection
[ obvious exits: E W ]

Randomly spamming at this point!

* HP:Battered SP:Strong MV:Winded > south
east
Alas, you cannot go that way...

south
* HP:Battered SP:Strong MV:Winded > At a Broken Stairwell
[ obvious exits: N E S W U ]

* HP:Battered SP:Strong MV:Winded > Entrance to the Training Hall
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A fade emerges from the shadows as you pass by.

* HP:Battered SP:Strong MV:Winded > east
Corner of the Hall
[ obvious exits: S W ]
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusally large and sadistic looking trolloc stands nearby.

* HP:Battered SP:Strong MV:Weary > west
Entrance to the Training Hall
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A fade emerges from the shadows as you pass by.

* HP:Battered SP:Strong MV:Weary > south
Before the Broken Window
[ obvious exits: N E S ]
A wolfish trolloc is here, howling for blood.
A wolfish trolloc is here, howling for blood.
A wolfish trolloc is here, howling for blood.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* HP:Battered SP:Strong MV:Weary > south
Ok.

* HP:Battered SP:Strong MV:Weary >
Are you crazy? You can't just walk out of a second story window!
You'll have to take your chances and JUMP OUT! <-- Remember that foretelling?
A wolfish trolloc tries to pierce you, but you parry successfully.
A wolfish trolloc joins a wolfish trolloc's fight!
A wolfish trolloc joins a wolfish trolloc's fight!
A ramshorned trolloc joins a wolfish trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc crushes your right arm very hard.
You panic and attempt to flee!
A ramshorned trolloc crushes your left leg very hard.
You swiftly dodge a wolfish trolloc's attempt to pierce you.
A wolfish trolloc barely crushes your right foot.
A wolfish trolloc barely tickles your body with its pierce.

south
You flee head over heels.
Amidst the Bones
[ obvious exits: N W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Alas, you cannot go that way...

* HP:Battered SP:Strong MV:Weary >
A wolfish trolloc has arrived from the west.
A wolfish trolloc has arrived from the west.
A wolfish trolloc has arrived from the west.
A ramshorned trolloc has arrived from the west.
A ramshorned trolloc has arrived from the west.

* HP:Battered SP:Strong MV:Weary > west
west
Before the Broken Window
[ obvious exits: N E S ]

* HP:Battered SP:Strong MV:Haggard > A wolfish trolloc has arrived from the east.
A wolfish trolloc has arrived from the east.
A wolfish trolloc has arrived from the east.
A ramshorned trolloc has arrived from the east.
A ramshorned trolloc has arrived from the east.
Alas, you cannot go that way...

* HP:Battered SP:Strong MV:Haggard > south
Ok.

* HP:Battered SP:Strong MV:Haggard >
A wolfish trolloc tickles your body with its pierce.
You panic and attempt to flee!


Are you crazy? You can't just walk out of a second story window!
You'll have to take your chances and JUMP OUT!


You flee head over heels.
Entrance to the Training Hall
[ obvious exits: N E S W ]
A fade emerges from the shadows as you pass by.

* HP:Battered SP:Strong MV:Haggard >
A wolfish trolloc has arrived from the south.
A wolfish trolloc has arrived from the south.
A wolfish trolloc has arrived from the south.
A ramshorned trolloc has arrived from the south.
A ramshorned trolloc has arrived from the south.

* HP:Battered SP:Strong MV:Haggard > jump out
Arglebargle, glop-glyf!?!

* HP:Battered SP:Strong MV:Haggard >
A wolfish trolloc tries to pierce you, but you dodge the attack.
A ramshorned trolloc joins a wolfish trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A fade joins a wolfish trolloc's fight!
A wolfish trolloc crushes your head.
You panic and attempt to flee!
A wolfish trolloc pierces your head.


You flee head over heels.
Before the Broken Window
[ obvious exits: N E S ]
Ok.

* HP:Beaten SP:Strong MV:Haggard >
Aish makes a flying leap out of an open window!
OOF!! The fall knocks the wind out of you!
*SNAP* Pain shoots up your leg and into your side!
Ouch!

Part 9

"You? No!"
Asmodean

* HP:Beaten SP:Strong MV:Collapsing >
Vash tells you 'before the broken window is jump'

* HP:Beaten SP:Strong MV:Collapsing > look
Ruined Pavement
Someone or something has made a sport out of ripping up chunks of road
paving stones. The bare earth below has been exposed to the wind and
elements, loosening even more slabs of rock. Tossed off to the side is a
heap of stones, of little use now, as they are no longer part of the road.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.

* HP:Beaten SP:Strong MV:Collapsing > rep ok jumped
You reply to Vash 'ok jumped' <-- 'randomly spammed and fled and typed jump out and it worked'

* HP:Beaten SP:Strong MV:Collapsing > rep collapsing
sc
You reply to Vash 'collapsing'
Darlana tells you 'mail to browns'

* HP:Beaten SP:Strong MV:Collapsing > You have 39(260) hit and -15(128) movement points.
You have scored 96091176 experience points and 193 quest points.
You need 2408824 exp to level and 207 qp to rank.
You have amassed 43 Turn points to date.
You have played 43 days and 21 hours (real time).
This ranks you as Aish the Sister [Green Ajah 5] (Level 48).
You are standing.

* HP:Beaten SP:Strong MV:Collapsing > rep -15 moves
You reply to Darlana '-15 moves'

* HP:Beaten SP:Strong MV:Collapsing >
Darlana tells you 'ugh mistell'

* HP:Beaten SP:Strong MV:Collapsing > chat heh -15 moves
The day has begun.
Your heartbeat calms down more as you feel less panicked.
You feel parched from the hot weather.
You chat 'heh -15 moves' <-- Didn't even know this was possible :p

* HP:Beaten SP:Strong MV:Haggard >
Darlana tells you 'where :)' <-- Teehee :)

* HP:Beaten SP:Strong MV:Haggard >
Vash tells you 'rest'

* HP:Beaten SP:Strong
MV:Haggard > notice
look
You stop paying increased attention to your surroundings.

Now to rest and port out to a better bedroom!


* HP:Beaten SP:Strong MV:Haggard > look
where
Ruined Pavement
Someone or something has made a sport out of ripping up chunks of road
paving stones. The bare earth below has been exposed to the wind and
elements, loosening even more slabs of rock. Tossed off to the side is a
heap of stones, of little use now, as they are no longer part of the road.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.

* HP:Beaten SP:Strong MV:Haggard > Players in your Zone
--------------------
Aish - Ruined Pavement

* HP:Beaten SP:Strong MV:Haggard >
A huge darkhound has suddenly arrived.

* HP:Beaten SP:Strong MV:Haggard > rest
You sit down and rest your tired bones.
You sheath a dagger into a wide leather wristband.

* HP:Beaten SP:Strong MV:Haggard >
A huge darkhound hits your right leg.
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A huge darkhound sears your flesh with a scorching flame!

* HP:Beaten SP:Strong MV:Haggard - a huge darkhound: Scratched > te might mob :p
[tell vash]
You tell Vash 'might mob :p'

look
* HP:Beaten SP:Strong MV:Haggard - a huge darkhound: Scratched >
You try to quietly draw a dagger from a wide leather wristband.
You fail to pierce a huge darkhound.
A huge darkhound hits your right leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > where
Ruined Pavement
Someone or something has made a sport out of ripping up chunks of road
paving stones. The bare earth below has been exposed to the wind and
elements, loosening even more slabs of rock. Tossed off to the side is a
heap of stones, of little use now, as they are no longer part of the road.
[ obvious exits: E S W ]
A huge darkhound is here, fighting YOU!
A sickly, skinny deer stands here in a daze.

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > Players in your Zone
--------------------
Aish - Ruined Pavement

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > te hound chased

You fail to pierce a huge darkhound.
A huge darkhound barely hits your body.
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > [tell vash]
You tell Vash 'hound chased'

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched >
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A huge darkhound sears your flesh with a scorching flame!
A huge darkhound swiftly dodges your attempt to pierce it.
A huge darkhound hits your right hand.
You wish that your wounds would stop BLEEDING so much!

You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > e
You feel the flows of saidar coursing through your body.

fd <-- Could it be??
* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...


A huge darkhound hits your body.
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You are too exhausted.

* HP:Critical SP:Strong MV:Haggard - a huge darkhound: Scratched >
[channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...

-=aw 0
+fd
*Someone hits your right leg hard.
You are dead! Sorry... <-- Alas :p
Ouch! You lose a level.
Circle of Light


********

Part 10 - Aftermath

"I do have a sense of humor."
Galad


* HP:Healthy SP:Bursting MV:Full > The Warders Practice Yard
[ obvious exits: N S W ]
An iron lantern hangs from the wall above the gate.
Some elaborate figurines spew fresh water into a broad basin here.
A weapon rack stands on the ground here, ready to store weapons.
The White Tower board is mounted on a wall here.
Lord Ragyn the Gaidin Master is standing here.
A Tower guard is here protecting the peace.
A warder stands nearby, calm yet poised to leap into battle.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
A warder stands nearby, calm yet poised to leap into battle.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
Coulin the Master of Arms is here teaching his students.
A gray haired weaponsmaster stands nearby.

* HP:Healthy SP:Bursting MV:Full > Players in your Zone
--------------------
Aish - The Warders Practice Yard
Ragyn - The Warders Practice Yard
Kitiara - Resting Chambers of the Sedai

* HP:Healthy SP:Bursting MV:Full > e

A Tower guard leaves north.

* HP:Healthy SP:Bursting MV:Fresh > You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Bursting MV:Fresh >
Ragyn winks suggestively.

* HP:Healthy SP:Bursting MV:Fresh > bond ragyn
You begin pulling the strands of Power together...

-=+**+=- -=+**+=- -=+**+=- -=+*
Ragyn says 'I mobbed a couple times in solidarity' <-- Aww! And my very first Warder :D


You gently touch Ragyn's forehead.

* HP:Healthy SP:None MV:Fresh > r
look
Ok.


where
* HP:Healthy SP:None MV:Fresh > The Warders Practice Yard
The ground here has been cleared of all vegetation and the earth has been
compacted to provide good footing for the warders and their students to
practice on. The tall trees surrounding the clearing provide shade for the
men practicing. Racks are scattered across the clearing and along the
walls. The teachers often watch their students duel each other with wooden
practice swords.

A sign hangs on the wall.
[ obvious exits: N S W ]
An iron lantern hangs from the wall above the gate.
Some elaborate figurines spew fresh water into a broad basin here.
A weapon rack stands on the ground here, ready to store weapons.
The White Tower board is mounted on a wall here.
Lord Ragyn the Gaidin Master is standing here.
A warder stands nearby, calm yet poised to leap into battle.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
A warder stands nearby, calm yet poised to leap into battle.
A warder's student stands here catching his breath.
A warder's student stands here catching his breath.
Coulin the Master of Arms is here teaching his students.
A gray haired weaponsmaster stands nearby.

* HP:Healthy SP:None MV:Fresh > Players in your Zone
--------------------
Aish - The Warders Practice Yard
Ragyn - The Warders Practice Yard
Kitiara - Resting Chambers of the Sedai

* HP:Healthy SP:None MV:Fresh > say haha
You say 'haha'

*******

The End (for now :))

Firimei Lang
Posts: 1265
Joined: Fri Feb 05, 2016 6:09 pm
Location: UK

Re: Adventures Of A Newly Raised Aes Sedai

Post by Firimei Lang » Tue Jul 04, 2017 5:41 pm

You're a very brave soul Aish and an entertaining teller of tales.

Atlan
Posts: 91
Joined: Fri Nov 25, 2016 10:54 am

Re: Adventures Of A Newly Raised Aes Sedai

Post by Atlan » Wed Jul 05, 2017 4:58 pm

Great quotes, terrible luck, fun read! (PS I always LOVED landing ice spikes in channie vs channies fights)

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