First rip happens fairly quick, the second one you will have to invest some reading time.
e
* HP:Scratched MV:Tiring >
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a seanchan leaving north. ^^ <---- AHA!
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving south. vv
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
whe
* HP:Scratched MV:Tiring >
A tawny merchant stops using a lantern.
Players in your Zone
--------------------
Atkins - On the Hillside
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
scan n
Your eyesight is not so keen.
* HP:Scratched MV:Tiring >
not
You start paying increased attention to your surroundings.
* HP:Scratched MV:Tiring >
n
Inside Cavern
The cavern is deep and evenly cut. It is obvious after a few steps
inside that it is not a natural cavern. The walls are too straight, too
perfect. There are niches carved in the stone for torches. A narrow
corridor leads to the east to a larger, darker chamber.
[ obvious exits: E S ]
Zone: Northern Almoth Plain
Door south: bush
* HP:Scratched MV:Tiring >
e
Large Chamber
There are signs that you are not the first to use the chamber, but at
the same time there is no indication that any earlier inhabitants has
been through recently. Dust covers everything with a fine veneer,
and the air has a stale, stagnant taste. A narrow corridor leads to
the west to a smaller, but more lighted chamber.
[ obvious exits: N W ]
Zone: Northern Almoth Plain
Door north: stoneslab
The corpse of a man is lying here. [2]
A plainly dressed man walks by and suddenly an odd feeling passes over you.
* HP:Scratched MV:Tiring >
l n
n
You see something strange...
The stoneslab is open.
* HP:Scratched MV:Tiring > Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
* HP:Scratched MV:Tiring >
e
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Dweet* is resting here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You slash *Dweet*'s body hard.
* HP:Scratched MV:Tiring - Dweet: Hurt >
-=+
*Dweet* tries to crush you, but you parry successfully.
Tic in 7 seconds!**+=- -=
Your bash at *Dweet* sends him sprawling!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
cw
f
* HP:Scratched MV:Tiring - Dweet: Hurt >
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee!
You flee head over heels.
Ancient Chamber
The chamber is very large and dark. The air is even worse here, than in the
tunnel outside, making breathing very uncomfortable. A crack outlines a
loose stone on the floor. A large oaken door blocks the way to the north,
thus barricading the only exit from this chamber.
[ obvious exits: N ]
Zone: Northern Almoth Plain
Door north: oakdoor
*Conall* is here, fighting a cold-eyed man.
A cold-eyed man is here, fighting Conall.
* HP:Scratched MV:Tiring >
A cold-eyed man tries to pierce Conall, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
cdn
close n
* HP:Scratched MV:Tiring >
I see no n here. <---- mutter mutter mutter
* HP:Scratched MV:Tiring >
*Conall* leaves north. ^^
*Conall* has arrived from the north.
*Dweet* has arrived from the north.
* HP:Scratched MV:Tiring >
A cold-eyed man says 'You Conall!!! You will die before your time!! '
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's left arm hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 66.879 seconds.
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man pierces Conall's right leg.
close oakdoor
* HP:Scratched MV:Tiring >
Ok.
*Conall* panics, and attempts to flee!
* HP:Scratched MV:Tiring >
close oakdoor
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's right leg very hard.
*Dweet* tries to crush you, but you deflect the blow.
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt >
*Conall* pierces a cold-eyed man's body very hard.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s left leg.
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt >
bash dweet
Conall was seen at Ancient Chamber *Conall* tries to pierce a cold-eyed
man, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Dweet* panics, and attempts to flee!
-
*Conall* opens the oakdoor.
=+
*Conall* panics, and attempts to flee!
*
*Dweet* tries to crush you, but you deflect the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*+=- -
*Conall* leaves north. ^^
=
As *Dweet* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring - Dweet: Hurt >
f
*Dweet* tries to crush you, but you parry successfully.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee! <--- yep not going to try to win in here methinks
You flee head over heels.
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a human leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Conall* is standing here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You try to slash *Conall*, but he parries successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
-=+**
*Dweet* has arrived from the south.
+=
*Conall* tries to pierce you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring >
cds
close oakdoor s
*Conall* tries to pierce you, but you parry successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
Ok.
* HP:Scratched MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
*Dweet* tries to crush you, but you parry successfully.
w
w
You flee head over heels.
Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
Secret Tunnel
You are in the middle of this underground tunnel. The tunnel
continues to both ways as long as an eye can see. Here the tunnel
is so small that you need to crawl to get through.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring > Dead End In the Tunnel
Here this small, damp tunnel suddenly ends. The tunnel was small
until here, where it suddenly turns into nothing more than a mole
hole. There is no change you could squeeze through it. On the
ceiling above you, you notice a small wooden doorway.
[ obvious exits: E U ]
Zone: Northern Almoth Plain
Door up: tomb
A foul smelling man stands here, not happy with you.
* HP:Scratched MV:Tiring >
odu
open tomb u
u
whe
Tolza was seen at At the Altar Ok.
* HP:Scratched MV:Tiring > Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Players in your Zone
--------------------
Atkins - Cemetery
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
w
e
Field Bordered By Deviation
This field is located between two strange fields. East from here lies
a beautiful cemetery of the nearby village and western field is full
of loose rocks, brought there for some unknown reason.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
s
* HP:Scratched MV:Tiring >
s
Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
There are some tracks of a human leaving west. <<
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Alas, you cannot go that way...
e
s
* HP:Scratched MV:Tiring >
A ghost barely tickles your left hand with its hit.
You fail to slash a ghost.
A ghost hits your body.
No way! You're fighting for your life!
s
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
e
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
f
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched >
You panic and attempt to flee!
You flee head over heels.
Field of Grass
The northeast corner of the Almoth Plain is a field of waist-high grass
that shivers in the wind. To the west is the cemetary for a nearby village.
The sheer vastness of the Almoth Plain could make even a king feel solitary
and humbled.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring >
s
A Flower Meadow
This meadow is full of carefully planted flowers. They are of
various species and of all rainbow's colors. On the northeast
corner of the meadow are a few cherry trees, though the cherries
still look a bit raw. The village is located just west from here.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
A man is here.
A man is here.
s
e
* HP:Scratched MV:Winded >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
r
* HP:Scratched MV:Winded > On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
* HP:Scratched MV:Winded > [ride horse]
You start riding him.
* R HP:Scratched MV:Winded >
k seanchan
bash
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* pierces your body.
-=
*Conall* tries to pierce you, but you deflect the blow.
+**+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* has arrived from the north.
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
Tolza was seen at At the Altar A man says 'You Dweet!!! You will die before your time!! '
A man tickles Dweet's right leg with his pierce.
* R HP:Scratched MV:Winded - Conall: Wounded >
l dweet
Dweet has some small wounds and bruises.
Dweet is hurt.
*Dweet* is using:
<used as light> a lantern
<worn on head> a rimmed round helmet
<worn around neck> an ivory necklace
<worn around neck> an ivory necklace
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a pair of leather half-gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a two-handed binnol
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he parries successfully.
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* sends a man sprawling with a powerful bash!
b
bash
* R HP:Scratched MV:Winded - Conall: Wounded >
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* panics, and attempts to flee!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes a man's left leg into bloody fragments!
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
*Dweet* leaves south. VV
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Conall* tries to pierce you, but you parry successfully.
*Dweet* has arrived from the south.
-=+
*Dweet* tries to crush you, but you parry successfully.
*
Tolza was seen at At the Altar *+
*Conall* pierces your left foot.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
'heh
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Dweet* sends you sprawling with a powerful bash!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes your left leg very hard.
*Conall* pierces your body hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
*Conall* pierces your left arm hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
Tic in 7 seconds!
*Dweet* tries to crush you, but you deflect the blow.
*Conall* pierces your right leg hard.
You try to slash *Conall*, but he deflects the blow.
You say 'heh'
* R HP:Hurt MV:Winded - Conall: Wounded >
-=
Tolza was seen at At the Altar +**+=
*Conall* tries to pierce you, but you parry successfully.
-
*Conall* barely pierces your head.
-
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Hurt MV:Winded >
bash dweet
You dodge a bash from *Dweet* who loses his balance and falls!
* R HP:Hurt MV:Winded - Dweet: Hurt >
tgts dweet
Second target is set as: dweet.
cw
f
*Conall* pierces your head.
*Conall* pierces your left foot hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 69.575 seconds.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
cb
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You panic and attempt to flee!
You flee head over heels.
On the Top of the Hill
This is the highest spot of this hill, though it is hardly much if
compared with some mountains down south. The hillside in the
east and west is far too steep for climbing down. To the south
opens an easy way down to the lower part of the hill and almost
equally easy way also opens to the north.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
A poor, solemn villager walks by.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Hurt MV:Tiring >
Teor chats 'how long before your corpse disintergrates ?'
* R HP:Hurt MV:Tiring >
n
k dweet
bash
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
*Dweet* tries to crush you, but you deflect the blow.
*Conall* looks at you.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You do the best you can!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body hard.
-=+**+
Tolza was seen at At the Altar A man has arrived from the south.
=- -
*Dweet* tries to crush you, but you parry successfully.
You dodge a bash from *Dweet* who loses his balance and falls!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
l
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
You sense a hidden life form in the area...
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is sitting here
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
A man says 'You Dweet!!! You will die before your time!! '
A man barely pierces Dweet's left arm.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A villager has arrived from the south.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tickles Dweet's body with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tries to pierce Dweet, but he parries successfully.
You slash *Dweet*'s right leg hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
You dodge a bash from *Dweet* who loses his balance and falls!
-=+**
A man tickles Dweet's right arm with his pierce.
Draz chats 'mine? its gone a long time ago, i went into rk and was looted'
+=- -
*Dweet* panics, and attempts to flee!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely tickles Dweet's head with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely pierces Dweet's body.
You slash *Dweet*'s left leg very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
Draz chats '20min, sorry'
* R HP:Hurt MV:Tiring - Dweet: Wounded >
*Dweet* leaves north. ^^
* R HP:Hurt MV:Tiring >
A man leaves north. ^^
n
* R HP:Hurt MV:Tiring >
You can't ride in there.
w
* R HP:Hurt MV:Tiring >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Hurt MV:Tiring >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring >
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring >
e
k seanchan
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring > You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
*Dweet* tries to crush you, but you deflect the blow.
You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
-=+
*Conall* pierces your left leg.
**+=-
*Conall* pierces your left leg hard.
-=
Your bash at *Dweet* sends him sprawling!
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* pierces your body hard.
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s head hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* looks at you.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
You slash *Dweet*'s body hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=
-
*Dweet* sends you sprawling with a powerful bash!
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
*Conall* pierces your left foot.
*Dweet* crushes your head very hard.
*Conall* pierces your right arm hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your body very hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your left hand.
* R HP:Battered MV:Tiring - Dweet: Battered >
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=- -
*Conall* pierces your right leg.
=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right leg.
You slash *Dweet*'s body very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s body hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw 120
change wimpy 120
Tic in 7 seconds!
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right arm hard.
The rain stops.
Tic length updated to: 63.939 seconds.
You will now flee if you go below 120 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right leg very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=
*Conall* tries to pierce you, but you parry successfully.
+*
*Conall* pierces your body.
*+=-
-
*Dweet* sends you sprawling with a powerful bash!
You're in no position to do anything aggressive.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right arm.
*Dweet* tries to crush you, but you deflect the blow.
bash
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your head hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
*Dweet* crushes your body.
You are interrupted and stop what you are doing.
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You panic and attempt to flee!
*Conall* pierces your body hard.
You flee head over heels.
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
No way! You're fighting for your life!
s
* R HP:Beaten MV:Tiring - Conall: Wounded >
No way! You're fighting for your life!
f
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
s
You panic and attempt to flee!
*Dweet* has arrived from the east.
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Side-Street
A short side-street runs from the fountain square to the east and
is bordered by a few houses on each side. In the north lies the very
important cottage of the village's wisdom.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
Door north: door
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A villager woman performs her daily routine.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
Alas, you cannot go that way...
* R HP:Beaten MV:Tiring > Alas, you cannot go that way...
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring >
w
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
w
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring > Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring >
k seanchan
*Dweet* has arrived from the east.
k seanchan
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body.
*Dweet* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Tiring - Dweet: Beaten > You do the best you can!
*Dweet* leaves west. <<
* R HP:Beaten MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
You flee head over heels.
Village Field
Just north from the village's larger field lies this secondary field. Corn
grows in well organized plots, tended by hard- working farmers, whose
work's results give food to this small village. West from here runs a small
dirt path.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
w
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body very hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves north. ^^
* R HP:Beaten MV:Tiring >
n
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
k seanchan
* R HP:Beaten MV:Tiring >
You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s right foot hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
You slash *Dweet*'s right leg very hard.
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving east. >>
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s left leg hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s right hand hard.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s left hand hard.
A Seanchan scout stops using a lantern.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves south. VV
*Dweet* has arrived from the south.
* R HP:Beaten MV:Tiring >
*Dweet* panics, and attempts to flee!
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
k seanchan
s
Side-Street
A short side-street runs from the fountain square to the south and
is bordered with houses on each side. The mayors house is located
on the east side of the street, towering a bit higher than other
houses, but still not much more than a cottage.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door east: door
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical > You do the best you can!
* R HP:Beaten MV:Tiring - Dweet: Critical > You slash *Dweet*'s body very hard.
*Dweet* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Dweet*'s death cry.
Some Almoth 1v2 and back and forth Touchan-Path 1v1 (LONG)
Re: Some Almoth 1v2 and back and forth Touchan-Path 1v1 (LONG)
e
* HP:Scratched MV:Tiring >
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a seanchan leaving north. ^^ <---- AHA!
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving south. vv
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
whe
* HP:Scratched MV:Tiring >
A tawny merchant stops using a lantern.
Players in your Zone
--------------------
Atkins - On the Hillside
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
scan n
Your eyesight is not so keen.
* HP:Scratched MV:Tiring >
not
You start paying increased attention to your surroundings.
* HP:Scratched MV:Tiring >
n
Inside Cavern
The cavern is deep and evenly cut. It is obvious after a few steps
inside that it is not a natural cavern. The walls are too straight, too
perfect. There are niches carved in the stone for torches. A narrow
corridor leads to the east to a larger, darker chamber.
[ obvious exits: E S ]
Zone: Northern Almoth Plain
Door south: bush
* HP:Scratched MV:Tiring >
e
Large Chamber
There are signs that you are not the first to use the chamber, but at
the same time there is no indication that any earlier inhabitants has
been through recently. Dust covers everything with a fine veneer,
and the air has a stale, stagnant taste. A narrow corridor leads to
the west to a smaller, but more lighted chamber.
[ obvious exits: N W ]
Zone: Northern Almoth Plain
Door north: stoneslab
The corpse of a man is lying here. [2]
A plainly dressed man walks by and suddenly an odd feeling passes over you.
* HP:Scratched MV:Tiring >
l n
n
You see something strange...
The stoneslab is open.
* HP:Scratched MV:Tiring > Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
* HP:Scratched MV:Tiring >
e
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Dweet* is resting here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You slash *Dweet*'s body hard.
* HP:Scratched MV:Tiring - Dweet: Hurt >
-=+
*Dweet* tries to crush you, but you parry successfully.
Tic in 7 seconds!**+=- -=
Your bash at *Dweet* sends him sprawling!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
cw
f
* HP:Scratched MV:Tiring - Dweet: Hurt >
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee!
You flee head over heels.
Ancient Chamber
The chamber is very large and dark. The air is even worse here, than in the
tunnel outside, making breathing very uncomfortable. A crack outlines a
loose stone on the floor. A large oaken door blocks the way to the north,
thus barricading the only exit from this chamber.
[ obvious exits: N ]
Zone: Northern Almoth Plain
Door north: oakdoor
*Conall* is here, fighting a cold-eyed man.
A cold-eyed man is here, fighting Conall.
* HP:Scratched MV:Tiring >
A cold-eyed man tries to pierce Conall, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
cdn
close n
* HP:Scratched MV:Tiring >
I see no n here. <---- mutter mutter mutter
* HP:Scratched MV:Tiring >
*Conall* leaves north. ^^
*Conall* has arrived from the north.
*Dweet* has arrived from the north.
* HP:Scratched MV:Tiring >
A cold-eyed man says 'You Conall!!! You will die before your time!! '
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's left arm hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 66.879 seconds.
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man pierces Conall's right leg.
close oakdoor
* HP:Scratched MV:Tiring >
Ok.
*Conall* panics, and attempts to flee!
* HP:Scratched MV:Tiring >
close oakdoor
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's right leg very hard.
*Dweet* tries to crush you, but you deflect the blow.
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt >
*Conall* pierces a cold-eyed man's body very hard.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s left leg.
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt >
bash dweet
Conall was seen at Ancient Chamber *Conall* tries to pierce a cold-eyed
man, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Dweet* panics, and attempts to flee!
-
*Conall* opens the oakdoor.
=+
*Conall* panics, and attempts to flee!
*
*Dweet* tries to crush you, but you deflect the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*+=- -
*Conall* leaves north. ^^
=
As *Dweet* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring - Dweet: Hurt >
f
*Dweet* tries to crush you, but you parry successfully.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee! <--- yep not going to try to win in here methinks
You flee head over heels.
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a human leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Conall* is standing here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You try to slash *Conall*, but he parries successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
-=+**
*Dweet* has arrived from the south.
+=
*Conall* tries to pierce you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring >
cds
close oakdoor s
*Conall* tries to pierce you, but you parry successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
Ok.
* HP:Scratched MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
*Dweet* tries to crush you, but you parry successfully.
w
w
You flee head over heels.
Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
Secret Tunnel
You are in the middle of this underground tunnel. The tunnel
continues to both ways as long as an eye can see. Here the tunnel
is so small that you need to crawl to get through.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring > Dead End In the Tunnel
Here this small, damp tunnel suddenly ends. The tunnel was small
until here, where it suddenly turns into nothing more than a mole
hole. There is no change you could squeeze through it. On the
ceiling above you, you notice a small wooden doorway.
[ obvious exits: E U ]
Zone: Northern Almoth Plain
Door up: tomb
A foul smelling man stands here, not happy with you.
* HP:Scratched MV:Tiring >
odu
open tomb u
u
whe
Tolza was seen at At the Altar Ok.
* HP:Scratched MV:Tiring > Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Players in your Zone
--------------------
Atkins - Cemetery
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
w
e
Field Bordered By Deviation
This field is located between two strange fields. East from here lies
a beautiful cemetery of the nearby village and western field is full
of loose rocks, brought there for some unknown reason.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
s
* HP:Scratched MV:Tiring >
s
Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
There are some tracks of a human leaving west. <<
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Alas, you cannot go that way...
e
s
* HP:Scratched MV:Tiring >
A ghost barely tickles your left hand with its hit.
You fail to slash a ghost.
A ghost hits your body.
No way! You're fighting for your life!
s
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
e
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
f
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched >
You panic and attempt to flee!
You flee head over heels.
Field of Grass
The northeast corner of the Almoth Plain is a field of waist-high grass
that shivers in the wind. To the west is the cemetary for a nearby village.
The sheer vastness of the Almoth Plain could make even a king feel solitary
and humbled.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring >
s
A Flower Meadow
This meadow is full of carefully planted flowers. They are of
various species and of all rainbow's colors. On the northeast
corner of the meadow are a few cherry trees, though the cherries
still look a bit raw. The village is located just west from here.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
A man is here.
A man is here.
s
e
* HP:Scratched MV:Winded >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
r
* HP:Scratched MV:Winded > On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
* HP:Scratched MV:Winded > [ride horse]
You start riding him.
* R HP:Scratched MV:Winded >
k seanchan
bash
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* pierces your body.
-=
*Conall* tries to pierce you, but you deflect the blow.
+**+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* has arrived from the north.
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
Tolza was seen at At the Altar A man says 'You Dweet!!! You will die before your time!! '
A man tickles Dweet's right leg with his pierce.
* R HP:Scratched MV:Winded - Conall: Wounded >
l dweet
Dweet has some small wounds and bruises.
Dweet is hurt.
*Dweet* is using:
<used as light> a lantern
<worn on head> a rimmed round helmet
<worn around neck> an ivory necklace
<worn around neck> an ivory necklace
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a pair of leather half-gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a two-handed binnol
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he parries successfully.
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* sends a man sprawling with a powerful bash!
b
bash
* R HP:Scratched MV:Winded - Conall: Wounded >
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* panics, and attempts to flee!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes a man's left leg into bloody fragments!
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
*Dweet* leaves south. VV
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Conall* tries to pierce you, but you parry successfully.
*Dweet* has arrived from the south.
-=+
*Dweet* tries to crush you, but you parry successfully.
*
Tolza was seen at At the Altar *+
*Conall* pierces your left foot.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
'heh
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Dweet* sends you sprawling with a powerful bash!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes your left leg very hard.
*Conall* pierces your body hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
*Conall* pierces your left arm hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
Tic in 7 seconds!
*Dweet* tries to crush you, but you deflect the blow.
*Conall* pierces your right leg hard.
You try to slash *Conall*, but he deflects the blow.
You say 'heh'
* R HP:Hurt MV:Winded - Conall: Wounded >
-=
Tolza was seen at At the Altar +**+=
*Conall* tries to pierce you, but you parry successfully.
-
*Conall* barely pierces your head.
-
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Hurt MV:Winded >
bash dweet
You dodge a bash from *Dweet* who loses his balance and falls!
* R HP:Hurt MV:Winded - Dweet: Hurt >
tgts dweet
Second target is set as: dweet.
cw
f
*Conall* pierces your head.
*Conall* pierces your left foot hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 69.575 seconds.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
cb
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You panic and attempt to flee!
You flee head over heels.
On the Top of the Hill
This is the highest spot of this hill, though it is hardly much if
compared with some mountains down south. The hillside in the
east and west is far too steep for climbing down. To the south
opens an easy way down to the lower part of the hill and almost
equally easy way also opens to the north.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
A poor, solemn villager walks by.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Hurt MV:Tiring >
Teor chats 'how long before your corpse disintergrates ?'
* R HP:Hurt MV:Tiring >
n
k dweet
bash
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
*Dweet* tries to crush you, but you deflect the blow.
*Conall* looks at you.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You do the best you can!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body hard.
-=+**+
Tolza was seen at At the Altar A man has arrived from the south.
=- -
*Dweet* tries to crush you, but you parry successfully.
You dodge a bash from *Dweet* who loses his balance and falls!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
l
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
You sense a hidden life form in the area...
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is sitting here
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
A man says 'You Dweet!!! You will die before your time!! '
A man barely pierces Dweet's left arm.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A villager has arrived from the south.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tickles Dweet's body with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tries to pierce Dweet, but he parries successfully.
You slash *Dweet*'s right leg hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
You dodge a bash from *Dweet* who loses his balance and falls!
-=+**
A man tickles Dweet's right arm with his pierce.
Draz chats 'mine? its gone a long time ago, i went into rk and was looted'
+=- -
*Dweet* panics, and attempts to flee!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely tickles Dweet's head with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely pierces Dweet's body.
You slash *Dweet*'s left leg very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
Draz chats '20min, sorry'
* R HP:Hurt MV:Tiring - Dweet: Wounded >
*Dweet* leaves north. ^^
* R HP:Hurt MV:Tiring >
A man leaves north. ^^
n
* R HP:Hurt MV:Tiring >
You can't ride in there.
w
* R HP:Hurt MV:Tiring >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Hurt MV:Tiring >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring >
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring >
e
k seanchan
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring > You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
*Dweet* tries to crush you, but you deflect the blow.
You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
-=+
*Conall* pierces your left leg.
**+=-
*Conall* pierces your left leg hard.
-=
Your bash at *Dweet* sends him sprawling!
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* pierces your body hard.
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s head hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* looks at you.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
You slash *Dweet*'s body hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=
-
*Dweet* sends you sprawling with a powerful bash!
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
*Conall* pierces your left foot.
*Dweet* crushes your head very hard.
*Conall* pierces your right arm hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your body very hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your left hand.
* R HP:Battered MV:Tiring - Dweet: Battered >
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=- -
*Conall* pierces your right leg.
=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right leg.
You slash *Dweet*'s body very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s body hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw 120
change wimpy 120
Tic in 7 seconds!
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right arm hard.
The rain stops.
Tic length updated to: 63.939 seconds.
You will now flee if you go below 120 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right leg very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=
*Conall* tries to pierce you, but you parry successfully.
+*
*Conall* pierces your body.
*+=-
-
*Dweet* sends you sprawling with a powerful bash!
You're in no position to do anything aggressive.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right arm.
*Dweet* tries to crush you, but you deflect the blow.
bash
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your head hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
*Dweet* crushes your body.
You are interrupted and stop what you are doing.
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You panic and attempt to flee!
*Conall* pierces your body hard.
You flee head over heels.
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
No way! You're fighting for your life!
s
* R HP:Beaten MV:Tiring - Conall: Wounded >
No way! You're fighting for your life!
f
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
s
You panic and attempt to flee!
*Dweet* has arrived from the east.
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Side-Street
A short side-street runs from the fountain square to the east and
is bordered by a few houses on each side. In the north lies the very
important cottage of the village's wisdom.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
Door north: door
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A villager woman performs her daily routine.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
Alas, you cannot go that way...
* R HP:Beaten MV:Tiring > Alas, you cannot go that way...
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring >
w
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
w
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring > Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring >
k seanchan
*Dweet* has arrived from the east.
k seanchan
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body.
*Dweet* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Tiring - Dweet: Beaten > You do the best you can!
*Dweet* leaves west. <<
* R HP:Beaten MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
You flee head over heels.
Village Field
Just north from the village's larger field lies this secondary field. Corn
grows in well organized plots, tended by hard- working farmers, whose
work's results give food to this small village. West from here runs a small
dirt path.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
w
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body very hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves north. ^^
* R HP:Beaten MV:Tiring >
n
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
k seanchan
* R HP:Beaten MV:Tiring >
You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s right foot hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
You slash *Dweet*'s right leg very hard.
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving east. >>
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s left leg hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s right hand hard.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s left hand hard.
A Seanchan scout stops using a lantern.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves south. VV
*Dweet* has arrived from the south.
* R HP:Beaten MV:Tiring >
*Dweet* panics, and attempts to flee!
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
k seanchan
s
Side-Street
A short side-street runs from the fountain square to the south and
is bordered with houses on each side. The mayors house is located
on the east side of the street, towering a bit higher than other
houses, but still not much more than a cottage.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door east: door
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical > You do the best you can!
* R HP:Beaten MV:Tiring - Dweet: Critical > You slash *Dweet*'s body very hard.
*Dweet* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Dweet*'s death cry.
--------------
One down, A bit later (and a much longer fight)
--------------
* R HP:Wounded MV:Tiring > Dense Grasslands
The whole plain is covered by tall and dry grass with a few plateaus rising
from otherwise flat landscape. The grass is mostly yellowish, but dots of
green catch the eye popping out from the sea of dry grass. A recently
erected fence lies to the west.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door west: fence
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Wounded MV:Tiring >
s
s
Rolling Plains
Low-hilled grasslands with occasional thickets rolls by, the grass
sere and thin, shivering in the soft breeze. The ground becomes soggy
in a ravine to the south. Dust churns up as you pass these fields,
somewhat obscuring your vision.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
s
* R HP:Wounded MV:Tiring > Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a human leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
s
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven is visible flying high in the sky.
A large plains bear smells the air for prey.
* R HP:Wounded MV:Tiring > Straightening in the Trail
The trail is perfectly straight here, devoid of bends, or turns, it leads
perfectly north and south. A bend in the trail is visible to the north,
along with grass on either side of the trail. The trail continues its
perfectness to the immediate south. Farther south, plains of grass are all
thats visible, waving in the wind.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the north.
* R HP:Wounded MV:Tiring >
notice
n
n
You start paying increased attention to your surroundings.
n
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
A raven has arrived from the south.
k seanchan
* R HP:Wounded MV:Tiring >
bash
A large plains bear tries to hit you, but you deflect the blow.
No way! You're fighting for your life!
*Conall* has arrived from the north, riding a warhorse.
bash
* R HP:Wounded MV:Tiring - a large plains bear: Scratched > No way! You're fighting for your life!
*Conall* tries to pierce you, but you parry successfully.
* R HP:Wounded MV:Tiring - a large plains bear: Scratched > *Conall* tries to pierce you, but you
parry successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - a large plains bear: Scratched >
Cancelled.
-=+
*Conall* tries to pierce you, but you parry successfully.
A large plains bear tries to hit you, but you parry successfully.
**+=- -=
Your bash at a large plains bear sends it sprawling!
* R HP:Wounded MV:Tiring - a large plains bear: Scratched >
l connal
*Conall* tries to pierce you, but you deflect the blow.
You slash a large plains bear's head into bloody fragments!
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
You do not see that here.
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
rol
You roll your eyes.
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
f
You panic and attempt to flee!
*Conall* pierces your left arm hard.
You slash a large plains bear's body into bloody fragments!
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
* R HP:Wounded MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
e
* R HP:Wounded MV:Tiring >
A large plains bear has arrived from the east.
4
k h.seanchan
b
bash
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
* R HP:Wounded MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Wounded MV:Tiring - Conall: Scratched >
-=
*Conall* pierces your body.
*Conall* tries to pierce you, but you parry successfully.
+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Wounded MV:Tiring - Conall: Scratched >
rep nod np
*Conall* tries to pierce you, but you deflect the blow.
b
bash
* R HP:Wounded MV:Tiring - Conall: Scratched >
* R HP:Wounded MV:Tiring - Conall: Scratched >
*Conall* pierces your left leg hard.
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=- -
=
A large plains bear has arrived from the west.
A large plains bear tries to hit you, but you deflect the blow.
A large plains bear tickles your body with its hit.
You try to slash *Conall*, but he parries successfully.
*Conall* pierces your right leg.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring >
b
bash
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Conall: Scratched >
You try to slash *Conall*, but he parries successfully.
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=- -
A large plains bear tickles your right leg with its hit.
*Conall* pierces your left leg.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring - Conall: Scratched >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Wounded MV:Tiring - Conall: Scratched >
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Conall: Scratched >
-=+**+=-
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
*Conall* pierces your left hand.
-
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Tiring - Conall: Scratched >
':/
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
* R HP:Battered MV:Tiring - Conall: Scratched >
b
bash
*Conall* tries to pierce you, but you parry successfully.
You say ':/'
* R HP:Battered MV:Tiring - Conall: Scratched >
-=+**+=
A large plains bear barely tickles your left arm with its hit.
*Conall* tries to pierce you, but you parry successfully.
- -=
*Conall* tries to pierce you, but you parry successfully.
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Tiring - Conall: Scratched >
You slash *Conall*'s body into bloody fragments!
A large plains bear tickles your left foot with its hit.
* R HP:Battered MV:Tiring - Conall: Hurt >
Tic in 7 seconds!
You slash *Conall*'s right arm into bloody fragments!
A large plains bear barely tickles your body with its hit.
* R HP:Battered MV:Tiring - Conall: Hurt >
b
bash
-=+
*Conall* pierces your body.
**+
A large plains bear tries to hit you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Tiring - Conall: Hurt >
You slash *Conall*'s right arm into bloody fragments!
A large plains bear tries to hit you, but you deflect the blow.
The day has begun.
Tic length updated to: 64.002 seconds.
* R HP:Battered MV:Strong - Conall: Wounded >
You slash *Conall*'s body into bloody fragments!
A large plains bear tries to hit you, but you parry successfully.
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
-=+*
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Battered MV:Strong - Conall: Wounded >
*Conall* pierces your left hand.
* R HP:Battered MV:Strong - Conall: Wounded >
-=+
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your head hard.
**+=-
*Conall* pierces your left leg.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong >
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your right leg.
* R HP:Battered MV:Strong - a large plains bear: Wounded >
cw
f
*Conall* tries to pierce you, but you parry successfully.
* R HP:Battered MV:Strong - a large plains bear: Wounded > [change mood wimpy]
Mood changed to: Wimpy
* R HP:Battered MV:Strong - a large plains bear: Wounded > You panic and
attempt to flee!
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
* R HP:Battered MV:Strong >
s
k seanchan
bash
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Battered MV:Strong - Conall: Wounded > You do the best you can!
* R HP:Battered MV:Strong - Conall: Wounded >
-=
A large plains bear tries to hit you, but you parry successfully.
+**
A large plains bear barely hits your left arm.
*Conall* tries to pierce you, but you deflect the blow.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong - Conall: Wounded >
cb
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
*Conall* pierces your right foot.
* R HP:Battered MV:Strong - Conall: Wounded >
[change mood brave]
Mood changed to: Brave
* R HP:Battered MV:Strong - Conall: Wounded >
-=+*
You swiftly dodge a large plains bear's attempt to hit you.
*Conall* pierces your right leg.
PANIC! You couldn't escape!
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you deflect the blow.
You slash *Conall*'s left leg into bloody fragments!
* R HP:Battered MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you dodge the attack.
You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
-
=+**+=- -=
A large plains bear barely hits your body.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you deflect the blow.
You try to slash *Conall*, but he parries successfully.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
A large plains bear tries to hit you, but you parry successfully.
You slash *Conall*'s body into bloody fragments!
*Conall* pierces your body.
PANIC! You couldn't escape!
* R HP:Beaten MV:Strong - Conall: Wounded >
-=+**+=-
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your right foot hard.
PANIC! You couldn't escape!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Strong - Conall: Wounded >
cw
f
A large plains bear tries to hit you, but you parry successfully.
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!
* R HP:Beaten MV:Strong - Conall: Wounded >
[change mood wimpy]
Mood changed to: Wimpy
* R HP:Beaten MV:Strong - Conall: Wounded >
*Conall* tries to pierce you, but you parry successfully.
You panic and attempt to flee!
Draz chats 'anyone trading or selling trinkets?'
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
A hungry looking lioness is here, eyes gleaming with a blood lust.
A large plains bear smells the air for prey.
* R HP:Beaten MV:Strong >
e
s
s
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* pierces your body.
You panic and attempt to flee!
s
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Strong - Conall: Wounded > No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded > You try to slash *Conall*, but he deflects the blow.
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
No way! You're fighting for your life!
s
* R HP:Beaten MV:Strong - Conall: Wounded >
s
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded >
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded >
f
You panic and attempt to flee!
*Conall* tries to pierce you, but you parry successfully.
A large plains bear tickles your left arm with its hit.
*Conall* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 66.769 seconds.
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
A hungry looking lioness is here, eyes gleaming with a blood lust.
A large plains bear smells the air for prey.
* R HP:Beaten MV:Strong >
n
A Windy Trail
To one side, tall grass grows to about your shoulder. To the west, a long
and muddy ravine stretchs for miles. The trail leads north and south, this
point seperating the north and south Almoth Plain. Following the trail
south will take far south, almost to Tarabon. Far to the north is Arad
Doman.
[ obvious exits: E S ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
*Conall* has arrived from the south, riding a warhorse.
* R HP:Beaten MV:Strong > *Conall* swiftly dodges your attempt to slash him.
* R HP:Beaten MV:Strong - Conall: Wounded >
A large zebra leaves east. >>
A zebra leaves east. >>
A zebra leaves east. >>
A zebra leaves east. >>
f
* R HP:Beaten MV:Strong - Conall: Wounded >
You panic and attempt to flee!
*Conall* tries to pierce you, but you parry successfully.
s
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
* R HP:Beaten MV:Strong > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
A raven is visible flying high in the sky.
s
* R HP:Beaten MV:Strong >
s
Straightening in the Trail
The trail is perfectly straight here, devoid of bends, or turns, it leads
perfectly north and south. A bend in the trail is visible to the north,
along with grass on either side of the trail. The trail continues its
perfectness to the immediate south. Farther south, plains of grass are all
thats visible, waving in the wind.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the north.
* R HP:Beaten MV:Strong > A Winding Trail
The trail here is extremely straight, no turns and bends mar the thinly
visible trail. To the north, the trail continues perfectly. Visible to the
south is an end to all the grass, but farther on, the grass can be seen to
jump up again. Tall amber grass towers on either side of the trail.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving north. ^^
There are some tracks of a human leaving north. ^^
A squat border stone juts from the soil.
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the north.
* R HP:Beaten MV:Strong >
s
A Trail in the Grass
The grass from all directions suddenly ends here. Defunct of all grass, this
one spot is one big rock. The grass is to the north, east, and south, but
there is not any here. The rock delves into the ground to the west.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the north.
e
* R HP:Beaten MV:Strong >
A Large Clearing of Grass
A large coniferous tree is standing here. The grass circles around it in a
large, wavy pattern. A small, muddy pond lies at the base of the tree
allowing for grass near the tree to be taller. On to the west, a large
clearing of stone is visible. Far off east, the Mountains of Mist can be
percieved quite easily. The grass gets much taller a short distance to the
east.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
sc
You have 100(404) hit and 130(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
*Conall* has arrived from the west, riding a warhorse.
k seanchan
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Wounded >
bash
You do the best you can!
* R HP:Beaten MV:Strong - Conall: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=- -
*Conall* tries to pierce you, but you deflect the blow.
=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Wounded >
cb
[change mood brave]
Mood changed to: Brave
* R HP:Beaten MV:Strong - Conall: Wounded >
You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Wounded >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
bash
-=+**+=
*Conall* pierces your body.
PANIC! You couldn't escape!
-
*Conall* tries to pierce you, but you parry successfully.
-=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s right leg into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s head into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
bash
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Battered >
bash
*Conall* tries to pierce you, but you deflect the blow.
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s left hand very hard.
remove shield
* R HP:Beaten MV:Strong - Conall: Beaten >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Beaten >
You slash *Conall*'s head into bloody fragments!
*Conall* panics, and attempts to flee!
*Conall* leaves west riding a warhorse.
* R HP:Beaten MV:Strong >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
* R HP:Beaten MV:Strong >
w
k seanchan
bash
A Trail in the Grass
The grass from all directions suddenly ends here. Defunct of all grass, this
one spot is one big rock. The grass is to the north, east, and south, but
there is not any here. The rock delves into the ground to the west.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+
*Conall* tries to pierce you, but you parry successfully.
*
*Conall* panics, and attempts to flee!
*+
*Conall* leaves west riding a warhorse.
*Conall* has arrived from the west, riding a warhorse.
=
*Conall* leaves east riding a warhorse.
-
e -
k seanchan=
They're not here anymore!
* R HP:Beaten MV:Strong > A Large Clearing of Grass
A large coniferous tree is standing here. The grass circles around it in a
large, wavy pattern. A small, muddy pond lies at the base of the tree
allowing for grass near the tree to be taller. On to the west, a large
clearing of stone is visible. Far off east, the Mountains of Mist can be
percieved quite easily. The grass gets much taller a short distance to the
east.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
e
k seanchan
A Slope of a Small Knoll
This side of a small knoll slopes westward, leading to a small apex
overlooking the plain. The slope is covered in grass and scattered with
large, reddish boulders. To the west can be viewed a large clearing with a
tall tree as its centerpiece.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the west.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
e
* R HP:Beaten MV:Strong >
Grassy Knoll
This is a small rise in the ground, allowing you to see some of the
sorrounding areas. The top is covered in grass and rocks. The grass sways
in a wind that blows up clouds of dirt. The dirt sometimes gets in your
eyes and makes it harder to see the sourrounding plains.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
e
* R HP:Beaten MV:Strong >
Before a Grassy Knoll
A small grass covered knoll rises up to the south here. The hill is to hard
to climb to the rockiness of the ground. Plains can be seen to the north,
as far as you can see. The hill wraps around to the west and then south.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
notice
* R HP:Beaten MV:Strong >
e
e
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong > End of an Animal Trail
The trail is beaten down from many small plains creatures running along it.
This end of the trail is before a grassy knoll to the south. More plains
are off to the north, and the trail heads off to the east. A few small
saplings poke thier crowns over the grass.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
* R HP:Beaten MV:Strong > Bend in the Trail
The animal trail takes a sharp turn to the west and south. Tall grasses
blown by the strong winds grow on either side of the trail. There is a
small traversable area just off the trail to the east. Large plains of
grass is all to be seen in the northern direction.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A rust-colored bobcat crouches low, ready to pounce.
A stealthy cougar gracefully makes its way through the terrain.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
e
Off the Animal Trail
Tall grass towers towards the sky on all sides, most of it being above your
head. Several patchs of shorter grass allow you a break from all of it, but
not for long as the grass is still all that is visible. At one point, a
small opening can be seen in the cliff to the north.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
Door north: cave
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
An iron sconce is embedded into the wall.
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Bridge Across the Andahar
The rushing waters of the Andahar move swiftly beneath the sturdy planks of
this wooden bridge. To the west lies the vast plains of Almoth. The thickly
forested Darkwood stands to the east.
[ obvious exits: E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
e
Wood Home
Tall redwoods soar into the blue skies above. The forest seems to be
eternally enchanted within the confines of the rising redwood hill. The
Almoth Plains open far to the west beyond the Andahar river.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.
An old, wise Ogier is here, standing sentinel over the forests.
s
* R HP:Beaten MV:Strong > Wood Home
Small animals wander well manicured grass paths under the shade of enormous
redwood trees. Tree roots plunge into the rich soil of the hill to provide
comfortable resting places around the forested parkway.
[ obvious exits: S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A young and strong buck is here, munching some grass.
A long-eared rabbit is here, looking quite sick.
A pretty bird is here flying around.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Wood Home
Tall redwood trees overlook a lush forest to the south. In the day, sunlight
shines through the massive arms of the forest where tiny songbirds fill the
air with delicate melody. Groomed paths wander amid the massive trunks
providing handsome views of the surrounding landscape.
[ obvious exits: N W D ]
Zone: Darkwood
Door down: greenpath
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A raven has arrived from the north.
* R HP:Beaten MV:Strong >
Tic in 7 seconds!
d
Forested Glen
A pleasant forest, littered with a rainbow of flowers, spreads under the
base of rising hill. The hill, strewn with loose rock and flowered bushes,
rises to the north where tall redwoods reach to the sky.
[ obvious exits: E S W U ]
Zone: Darkwood
Door up: greenpath
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving up. uu
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
* R HP:Beaten MV:Strong >
*Conall* leaves east riding a warhorse.
k seanchan
* R HP:Beaten MV:Strong >
bash
e
They aren't here.
k seanchan
bash
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.095 seconds.
Forested Glen
Sunlight shines off of dozens of flower varieties that crest gentle
forested hills, which spread to the south and west. A rising hill crowned
with tall oaks blocks further passage to the north.
[ obvious exits: S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A young and strong buck is here, munching some grass.
A pretty bird is visible flying high in the sky.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
*+=-
*Conall* tries to pierce you, but you parry successfully.
*Conall* panics, and attempts to flee!
-=
Your bash at *Conall* sends him sprawling!
*Conall* panics, and attempts to flee!
*Conall* leaves south riding a warhorse.
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is sitting here, riding a warhorse.
A young and strong buck is here, munching some grass.
A raven has arrived from the north.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
b
bash
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+**+=
*Conall* tries to pierce you, but you parry successfully.
-
*Conall* pierces your right arm hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Bank of the Andahar
Birds sing under the shady branches of a forest that spreads to the north.
An ominous, wooded hill rises to the east. A swollen river rushes southwards
where black waters stain its clear surface.
[ obvious exits: N S W ]
Zone: Darkwood
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
b
bash
You would need to swim there, you can't just walk it.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
You would need to swim there, you can't just walk it.
* R HP:Beaten MV:Strong > They aren't here.
n
4
k h.seanchan
* R HP:Beaten MV:Strong >
b
bash
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
A wild stallion bucks madly, being ridden by you.
A raven is visible flying high in the sky.
A young and strong buck is here, munching some grass.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
u
4
k h.seanchan
Black Heart
A black forest rises upon a wide, low-lying hill that spreads to the north,
south and east. To the west, the forest gently descends the hill and
opens into a sunlit glade that beams with healthy flowers and shrubbery.
[ obvious exits: N E S D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
n
e
Black Heart
A rocky cliff overlooks an empty blackness to the north. Tall trees rise to
enormous heights blocking out all sunlight to the ground below. Snorting
and grunting sounds echo around the forest to the east and south. An
amazing amount of wildlife can be observed by watching carefully from this
spot.
[ obvious exits: E S ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the south.
e
* R HP:Beaten MV:Strong > Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A wild hog snorts angrily, pawing at the ground.
d
* R HP:Beaten MV:Strong > The hog leaves south. VV
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from above.
* R HP:Beaten MV:Strong >
u
4
k h.seanchan
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
w
* R HP:Beaten MV:Strong > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Strong > Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong >
*Conall* leaves east riding a warhorse.
b
bash
* R HP:Beaten MV:Strong >
sta
e
4
k h.seanchan
b
bash
Maybe you should get on your feet first?
* R HP:Beaten MV:Strong > You stand up.
* R HP:Beaten MV:Strong > Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
d
n
4
k h.seanchan
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from above.
b
bash
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the south.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+
*Conall* panics, and attempts to flee!
*
*Conall* tries to pierce you, but you parry successfully.
*+
*Conall* tries to pierce you, but you parry successfully.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong >
sta
*Conall* pierces your body hard.
PANIC! You couldn't escape!
4
k h.seanchan
* R HP:Beaten MV:Strong - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
Do you not consider fighting as standing?
* R HP:Beaten MV:Strong - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Beaten >
-=
*Conall* tries to pierce you, but you deflect the blow.
*Conall* opens the path.
+**+=
*Conall* panics, and attempts to flee!
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Strong - Conall: Beaten >
cdd
close path d
*Conall* leaves west riding a warhorse.
* R HP:Beaten MV:Strong >
sta
4
k h.seanchan
Ok.
b
bash
* R HP:Beaten MV:Strong > You are already standing.
w
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
*Conall* has arrived from the west, riding a warhorse.
* R HP:Beaten MV:Strong > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A massive boar stares with malignant, intelligent eyes.
A raven has arrived from the east.
4
k h.seanchan
* R HP:Beaten MV:Strong >
b
bash
They aren't here.
e
* R HP:Beaten MV:Strong > Bash who?
4
k h.seanchan
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+
*Conall* tries to pierce you, but you parry successfully.
*
*Conall* panics, and attempts to flee!
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Critical >
cz
[change mood berserk]
Mood changed to: Berserk
remove shield
* R HP:Beaten MV:Strong - Conall: Critical >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Critical >
*Conall* leaves south riding a warhorse.
* R HP:Beaten MV:Strong >
wear shield
cz
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
Tic in 7 seconds!
* R HP:Beaten MV:Strong > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* R HP:Beaten MV:Strong >
s
k seanchan
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the north.
s
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
k seanchan
* R HP:Beaten MV:Strong - Conall: Critical > No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Critical >
k seanchan
k seanchan
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Critical > You try to slash *Conall*, but he deflects the blow.
You do the best you can!
bash
* R HP:Beaten MV:Strong - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Critical >
-=+**
*Conall* leaves up riding a warhorse.
+
*Conall* has arrived from above, riding a warhorse.
=-
The lightning stops.
Tic length updated to: 62.49 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
wear shield -
*Conall* leaves north riding a warhorse.
Cancelled.
You don't seem to have a shield.
* R HP:Beaten MV:Strong >
cz
n
[change mood berserk]
You try to calm down, but can't.
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the south.
* R HP:Beaten MV:Strong >
wear shield
wear shield
You don't seem to have a shield.
* R HP:Beaten MV:Strong > You don't seem to have a shield.
* R HP:Beaten MV:Strong >
wear shield
You don't seem to have a shield.
* R HP:Beaten MV:Strong >
eq
You are using:
<used as light> a mirrored lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a rimmed round helmet
<worn around neck> a Kandori snowflake necklace
<worn around neck> a Kandori snowflake necklace
<worn on body> a tunic of finely-crafted chain
<worn about body> a pure white cloak bearing a golden sunburst
<slung on back> a backpack
<worn on arms> a pair of riveted chainmail sleeves
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> an ivory and gold-hilted longsword
<worn about waist> a belt with a buckle of cuendillar
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of shining steel mesh boots
* R HP:Beaten MV:Strong >
cb
cb
[change mood brave]
You try to calm down, but can't.
cb
* R HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
sc
* R HP:Beaten MV:Strong >
You have 117(404) hit and 145(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
cw 100
change wimpy 100
You will now flee if you go below 100 hit points.
* R HP:Beaten MV:Strong >
dism
You stop riding him.
cb
* HP:Beaten MV:Strong >
[change mood brave]
Mood changed to: Brave
d
* HP:Beaten MV:Strong >
4
k h.seanchan
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
*Conall* is standing here, riding a warhorse.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
b
bash
* HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* HP:Beaten MV:Strong - Conall: Beaten >
A Seanchan officer tries to lance you, but you deflect the blow.
-=+**+=-
A Seanchan officer lances your body hard.
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
*Conall* pierces your right arm hard.
PANIC! You couldn't escape!
*Conall* pierces your body hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving down. dd
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* HP:Beaten MV:Strong >
r
[ride horse]
You start riding him.
not
* R HP:Beaten MV:Strong >
c
k seanchan
You start paying increased attention to your surroundings.
c
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
sc
* R HP:Beaten MV:Strong >
You have 83(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
whe
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
c
k seanchan
* R HP:Beaten MV:Strong >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong >
They aren't here.
whe
* R HP:Beaten MV:Strong >
Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
notice
e
e
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
e
e
* R HP:Beaten MV:Strong >
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of a humanoid leaving west. <<
A wild stallion bucks madly, being ridden by you.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
e
* R HP:Beaten MV:Strong > Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong > Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A sailor is here.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A tall guard stands here proudly.
A black dog is here, wagging its tail.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Strong >
yel hrm
You bellow 'hrm'
* R HP:Beaten MV:Strong >
whe
Players in your Zone
--------------------
Atkins - Touchan
* R HP:Beaten MV:Strong >
sc
You have 97(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
notice
You start paying increased attention to your surroundings.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
where
* R HP:Beaten MV:Strong >
Players in your Zone
--------------------
Atkins - Touchan
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
notice
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong >
sc
You have 97(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
w
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A sailor is here.
w
w
* R HP:Beaten MV:Strong >
w
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the east.
w
* R HP:Beaten MV:Strong > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Strong > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the east.
* R HP:Beaten MV:Strong >
w
Tic in 7 seconds!
w
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A massive boar stares with malignant, intelligent eyes.
A raven has arrived from the east.
* R HP:Beaten MV:Strong >
e
notice
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
You start paying increased attention to your surroundings.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
* R HP:Beaten MV:Strong >
You try to slash *Conall*, but he parries successfully.
k seanchan
* R HP:Beaten MV:Strong - Conall: Beaten >
They aren't here.
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Beaten >
cdd
close d
*Conall* leaves east. >>
* R HP:Beaten MV:Strong >
sta
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.921 seconds.
* R HP:Beaten MV:Full >
4
k h.seanchan
b
bash
I see no d here.
* R HP:Beaten MV:Full > You are already standing.
* R HP:Beaten MV:Full >
They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Full >
e
4
k h.seanchan
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Full >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Full > They aren't here.
w
* R HP:Beaten MV:Full >
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A raven has arrived from the east.
* R HP:Beaten MV:Full > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Full - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you parry successfully.
-=+
*Conall* tries to pierce you, but you deflect the blow.
**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Full - Conall: Beaten >
*Conall* leaves west. <<
* R HP:Beaten MV:Full >
sta
4
k h.seanchan
You are already standing.
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full >
w
4
k h.seanchan
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Strong >
w
4
k h.seanchan
b
bash
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
w
* R HP:Beaten MV:Strong >
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=
*Conall* tries to pierce you, but you parry successfully.
*Conall* leaves north. ^^
- -
n=
Your bash at *Conall* sends him sprawling!
4
k h.seanchan
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Beaten > They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
remove shield
You slash *Conall*'s body into bloody fragments!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Critical >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Critical >
*Conall* leaves east. >>
* R HP:Beaten MV:Strong >
e
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
4
k h.seanchan
* R HP:Beaten MV:Strong >
They aren't here.
* R HP:Beaten MV:Strong >
e
e
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Battered MV:Strong > They aren't here.
k seanchan
* R HP:Battered MV:Strong > They aren't here.
* R HP:Battered MV:Strong > They aren't here.
tr
* R HP:Battered MV:Strong >
-=
Some obvious fresh bloody traces of a Seanchan leaving west. <<
Some obvious fresh bloody traces of a Seanchan leaving down. dd
Some obvious fresh bloody traces of a Seanchan leaving east. >>
Some obvious fresh bloody traces of a Seanchan leaving east. >>
Some obvious fresh tracks of a wild stallion (ridden) leaving east.
Some obvious fresh tracks of a wild stallion (ridden) leaving west.
* R HP:Battered MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Strong > They aren't here.
k seanchan
* R HP:Battered MV:Strong >
k seanchan
They aren't here.
* R HP:Battered MV:Strong > They aren't here.
sc
* R HP:Battered MV:Strong >
You have 123(404) hit and 132(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Strong >
dismount
dismount
You stop riding him. <--- Still forgotting you can ride in there :P
* HP:Battered MV:Strong > But you're not riding anything!
* HP:Battered MV:Strong >
cb
[change mood brave]
Mood changed to: Brave
* HP:Battered MV:Strong >
d
4
k h.seanchan
b
bash
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
*Conall* is standing here.
A warhorse is here, stamping his feet impatiently.
*Conall* leaves south. VV
A warhorse leaves south. VV
* HP:Battered MV:Strong > They aren't here.
* HP:Battered MV:Strong > Bash who?
* HP:Battered MV:Strong >
s
4
k h.seanchan
b
bash
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
* HP:Battered MV:Strong > You slash a Seanchan fighter's body hard.
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
A Seanchan officer tries to lance you, but you parry successfully.
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
s
Cancelled.
No way! You're fighting for your life!
cw
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
f
[change mood wimpy]
Mood changed to: Wimpy
cb
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
You panic and attempt to flee!
*Conall* has arrived from the south, riding a warhorse.
*Conall* pierces your right leg.
*Conall* pierces your left arm.
A Seanchan fighter slashes your right leg.
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
[change mood brave]
Mood changed to: Brave
*Conall* has arrived from the south, riding a warhorse.
* HP:Beaten MV:Tiring >
*Conall* pierces your head hard.
PANIC! You couldn't escape!
4
k h.seanchan
b
bash
* HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
You do the best you can!
*Conall* closes the tangle.
* HP:Beaten MV:Tiring - Conall: Beaten >
-=+**
*Conall* pierces your left leg hard.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Beaten MV:Tiring - Conall: Beaten >
b
bash
*Conall* pierces your left foot hard.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
* HP:Critical MV:Tiring - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+*
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Tiring - Conall: Beaten >
cw
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
s
Tic in 7 seconds!
s
s
You flee head over heels.
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Tiring > Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
odu
open u <---- I also thought there used to be a door here! My brain didnt process that the mapped door is to the west
* HP:Critical MV:Tiring > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
* HP:Critical MV:Tiring > Alas, you cannot go that way...
* HP:Critical MV:Tiring > I see no u here.
u
* HP:Critical MV:Tiring >
*Conall* has arrived from the north, riding a warhorse.
* HP:Critical MV:Tiring >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
n
n
n
n
You flee head over heels.
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving south. vv
Alas, you cannot go that way...
odu
open u
* HP:Critical MV:Tiring > Alas, you cannot go that way...
* HP:Critical MV:Tiring > Alas, you cannot go that way...
u
* HP:Critical MV:Tiring >
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 62.6 seconds.
Alas, you cannot go that way...
* HP:Critical MV:Strong > Alas, you cannot go that way...
e
* HP:Critical MV:Strong > I see no u here.
* HP:Critical MV:Strong >
e
Alas, you cannot go that way...
* HP:Critical MV:Strong > Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
* HP:Critical MV:Strong > Crane Bottom
Tall trees climb up from the swampy waters to shadow the ground in eternal
twilight. Soft calls from swamp birds echo around tall swamp plants.
Sudden splashing within the green, stagnant marsh water startles tall,
white cranes filling the air with their angry retort.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
A long-billed crane is visible flying high in the sky.
A long-billed crane with white plumage delicately wades through the water.
A raccoon sniffs the ground for food.
* HP:Critical MV:Tiring >
e
Crane Bottom
A wide marshland spreads around the base of a gently rising hill to the
north. The marsh is fed from creeks that drain from a rushing river to the
east. The marsh continues to open into the south and west.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
n
n
* HP:Critical MV:Tiring >
n
Forbidden Grounds
The forest descends rapidly, to the south, into a wide marshy bottom. To
the north, the forest grows very quiet in a deathlike silence. The forest
ends to the east along a bridge-spanned riverbank.
[ obvious exits: N E S ]
Zone: Darkwood
* HP:Critical MV:Tiring > Forbidden Grounds
The forest ends, to the west, with a barrier of closed branches and bushes
bound together with sticky, silken strands. Soft clicking makes rhythmic
patterns through intoxicating, pungent aromas that waft through trees. A
small opening, under the webbing, can be seen at the base of the tree roots.
[ obvious exits: N E S D ]
Zone: Darkwood
Door down: webbing
n
* HP:Critical MV:Tiring > Dark Trails
Tall oaks and hardwoods extend to enormous heights along the ancient forest
edge. Large clearings have been cut into the forest to provide timber for
the thriving lake town. Wide man-made paths wind further into the depths of
the forest where the timber has been drawn out of the woody interior.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of an animal leaving north. ^^
A panther stalks through the wilderness.
* HP:Critical MV:Tiring > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
A huge grizzly bear is here standing on its haunches.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
w
w
* HP:Critical MV:Tiring >
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A panther stalks through the wilderness.
w
* HP:Critical MV:Tiring > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
r
* HP:Critical MV:Tiring > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* HP:Critical MV:Tiring > [ride horse]
*Conall* has beaten you to it.
e
e
* HP:Critical MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Tiring - Conall: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten >
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
f
* HP:Critical MV:Tiring - Conall: Beaten >
u
You panic and attempt to flee!
e
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A dun snake is here, hissing sharply.
Alas, you cannot go that way...
* HP:Critical MV:Tiring > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
e
No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten >
*Conall* swiftly dodges your attempt to slash him.
*Conall* tries to pierce you, but you parry successfully.
f
* HP:Critical MV:Tiring - Conall: Beaten >
u
You panic and attempt to flee!
e
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
Alas, you cannot go that way...
* HP:Critical MV:Tiring > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A panther stalks through the wilderness.
* HP:Critical MV:Tiring >
e
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A huge grizzly bear is here standing on its haunches.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
e
* HP:Critical MV:Tiring >
e
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
* HP:Critical MV:Winded >
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
e
* HP:Critical MV:Winded >
e
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A tall guard stands here proudly.
A black dog is here, wagging its tail.
A burly lumberjack swings his axe here.
* HP:Critical MV:Winded >
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby.
sc
* HP:Critical MV:Winded >
You have 38(404) hit and 70(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
lh
lead horse
s
You start leading him.
A gray palfrey starts following you.
* HP:Critical MV:Winded > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
A gray palfrey has arrived from the north.
* HP:Critical MV:Winded >
whe
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
scan n
whe
* HP:Critical MV:Winded >
Players in your Zone
--------------------
Atkins - Broken Boar
sc
* HP:Critical MV:Winded >
You have 52(404) hit and 67(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
They aren't here.
where
* HP:Critical MV:Winded >
k seanchan
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded >
where
They aren't here.
* HP:Critical MV:Winded > Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
l
Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
A gray palfrey prances skittishly nearby.
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
sc
You have 52(404) hit and 67(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
Tic in 7 seconds!
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
where
They aren't here.
* HP:Critical MV:Winded > Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.353 seconds.
They aren't here.
* HP:Beaten MV:Tiring > They aren't here.
k seanchan
* HP:Beaten MV:Tiring >
They aren't here.
* HP:Beaten MV:Tiring >
k seanchan
k seanchan
They aren't here.
sc
* HP:Beaten MV:Tiring > They aren't here.
* HP:Beaten MV:Tiring >
*Conall* has arrived from the north.
* HP:Beaten MV:Tiring >
You have 66(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Beaten MV:Tiring >
cb
k seanchan
bash
[change mood brave]
Mood changed to: Brave
* HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* HP:Beaten MV:Tiring - Conall: Beaten >
-=+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* HP:Beaten MV:Tiring >
cz
*Conall* pierces your body.
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!
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
sta
4
k h.seanchan
b
bash
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A black dog is here, wagging its tail.
[change mood berserk]
Mood changed to: Berserk
* HP:Critical MV:Tiring > You are already standing.
* HP:Critical MV:Tiring >
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
They aren't here.
s
4
k h.seanchan
* HP:Critical MV:Winded > Bash who?
b
bash
* HP:Critical MV:Winded > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
A gray palfrey prances skittishly nearby.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender is here, fighting Conall.
* HP:Critical MV:Winded > You try to slash *Conall*, but he parries successfully.
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Scratched - Conall: Beaten >
-
*Conall* leaves north. ^^
=+**+=- -=
They're not here anymore!
* HP:Critical MV:Winded >
sc
You have 58(404) hit and 75(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
*Conall* has arrived from the north.
scan n
* HP:Critical MV:Winded >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
k seanchan
* HP:Critical MV:Winded - Conall: Beaten > A black dog is here, wagging its tail.
bash
* HP:Critical MV:Winded - Conall: Beaten >
You do the best you can!
* HP:Critical MV:Winded - Conall: Beaten >
-
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
=+
Jake Ripper tries to pierce Conall, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Winded >
Jake Ripper tries to pierce Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
A guard tries to slash Conall, but he deflects the blow.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Winded - Conall: Beaten >
scan n
Jake Ripper pierces Conall's left foot.
* HP:Critical MV:Winded - Conall: Beaten >
b
bash
A black dog is here, wagging its tail.
* HP:Critical MV:Winded - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he parries successfully.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
-=+*
Jake Ripper pierces Conall's body.
*Conall* tries to pierce you, but you parry successfully.
*+=- -
Jake Ripper tries to pierce Conall, but he deflects the blow.
A guard slashes Conall's body very hard.
*Conall* panics, and attempts to flee!
A guard tries to slash Conall, but he parries successfully.
=
Your bash at *Conall* sends him sprawling!
* HP:Critical MV:Winded - Conall: Beaten >
You slash *Conall*'s left foot into bloody fragments!
Jake Ripper pierces Conall's body hard.
A guard slashes Conall's left leg extremely hard.
A guard slashes Conall's right leg very hard.
* HP:Critical MV:Winded - Conall: Critical >
*Conall* leaves north. ^^
* HP:Scratched MV:Tiring >
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a seanchan leaving north. ^^ <---- AHA!
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving south. vv
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
whe
* HP:Scratched MV:Tiring >
A tawny merchant stops using a lantern.
Players in your Zone
--------------------
Atkins - On the Hillside
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
scan n
Your eyesight is not so keen.
* HP:Scratched MV:Tiring >
not
You start paying increased attention to your surroundings.
* HP:Scratched MV:Tiring >
n
Inside Cavern
The cavern is deep and evenly cut. It is obvious after a few steps
inside that it is not a natural cavern. The walls are too straight, too
perfect. There are niches carved in the stone for torches. A narrow
corridor leads to the east to a larger, darker chamber.
[ obvious exits: E S ]
Zone: Northern Almoth Plain
Door south: bush
* HP:Scratched MV:Tiring >
e
Large Chamber
There are signs that you are not the first to use the chamber, but at
the same time there is no indication that any earlier inhabitants has
been through recently. Dust covers everything with a fine veneer,
and the air has a stale, stagnant taste. A narrow corridor leads to
the west to a smaller, but more lighted chamber.
[ obvious exits: N W ]
Zone: Northern Almoth Plain
Door north: stoneslab
The corpse of a man is lying here. [2]
A plainly dressed man walks by and suddenly an odd feeling passes over you.
* HP:Scratched MV:Tiring >
l n
n
You see something strange...
The stoneslab is open.
* HP:Scratched MV:Tiring > Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
* HP:Scratched MV:Tiring >
e
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Dweet* is resting here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You slash *Dweet*'s body hard.
* HP:Scratched MV:Tiring - Dweet: Hurt >
-=+
*Dweet* tries to crush you, but you parry successfully.
Tic in 7 seconds!**+=- -=
Your bash at *Dweet* sends him sprawling!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
cw
f
* HP:Scratched MV:Tiring - Dweet: Hurt >
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee!
You flee head over heels.
Ancient Chamber
The chamber is very large and dark. The air is even worse here, than in the
tunnel outside, making breathing very uncomfortable. A crack outlines a
loose stone on the floor. A large oaken door blocks the way to the north,
thus barricading the only exit from this chamber.
[ obvious exits: N ]
Zone: Northern Almoth Plain
Door north: oakdoor
*Conall* is here, fighting a cold-eyed man.
A cold-eyed man is here, fighting Conall.
* HP:Scratched MV:Tiring >
A cold-eyed man tries to pierce Conall, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
cdn
close n
* HP:Scratched MV:Tiring >
I see no n here. <---- mutter mutter mutter
* HP:Scratched MV:Tiring >
*Conall* leaves north. ^^
*Conall* has arrived from the north.
*Dweet* has arrived from the north.
* HP:Scratched MV:Tiring >
A cold-eyed man says 'You Conall!!! You will die before your time!! '
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's left arm hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 66.879 seconds.
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man pierces Conall's right leg.
close oakdoor
* HP:Scratched MV:Tiring >
Ok.
*Conall* panics, and attempts to flee!
* HP:Scratched MV:Tiring >
close oakdoor
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring >
*Conall* tries to pierce a cold-eyed man, but he deflects the blow.
A cold-eyed man pierces Conall's right leg very hard.
*Dweet* tries to crush you, but you deflect the blow.
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
close oakdoor
* HP:Scratched MV:Tiring - Dweet: Hurt >
*Conall* pierces a cold-eyed man's body very hard.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt > It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
close oakdoor
It's already closed!
* HP:Scratched MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s left leg.
*Conall* tries to pierce a cold-eyed man, but he parries successfully.
A cold-eyed man tries to pierce Conall, but he deflects the blow.
* HP:Scratched MV:Tiring - Dweet: Hurt >
bash dweet
Conall was seen at Ancient Chamber *Conall* tries to pierce a cold-eyed
man, but he deflects the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*Dweet* panics, and attempts to flee!
-
*Conall* opens the oakdoor.
=+
*Conall* panics, and attempts to flee!
*
*Dweet* tries to crush you, but you deflect the blow.
A cold-eyed man tries to pierce Conall, but he parries successfully.
*+=- -
*Conall* leaves north. ^^
=
As *Dweet* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring - Dweet: Hurt >
f
*Dweet* tries to crush you, but you parry successfully.
* HP:Scratched MV:Tiring - Dweet: Hurt >
You panic and attempt to flee! <--- yep not going to try to win in here methinks
You flee head over heels.
Secret Side-Tunnel
The air is very old and hard to breath. The small tunnel starts to
bend to the south gently, leading to a large oaken door. There are
niches for torches on the walls but they're all empty.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
Door south: oakdoor
There are some tracks of a human leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
*Conall* is standing here.
* HP:Scratched MV:Tiring >
4
k h.seanchan
b
bash
You try to slash *Conall*, but he parries successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
-=+**
*Dweet* has arrived from the south.
+=
*Conall* tries to pierce you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Scratched MV:Tiring >
cds
close oakdoor s
*Conall* tries to pierce you, but you parry successfully.
* HP:Scratched MV:Tiring - Conall: Wounded >
Ok.
* HP:Scratched MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
*Dweet* tries to crush you, but you parry successfully.
w
w
You flee head over heels.
Secret Tunnel
Here starts a dark, small tunnel. The tunnel is so small that you
need to bend down in order to go on. The dampness and stillness
creates pressuring, claustrophobic atmosphere, which invites
anyone entering this tunnel to quickly move on.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
Door south: stoneslab
Secret Tunnel
You are in the middle of this underground tunnel. The tunnel
continues to both ways as long as an eye can see. Here the tunnel
is so small that you need to crawl to get through.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring > Dead End In the Tunnel
Here this small, damp tunnel suddenly ends. The tunnel was small
until here, where it suddenly turns into nothing more than a mole
hole. There is no change you could squeeze through it. On the
ceiling above you, you notice a small wooden doorway.
[ obvious exits: E U ]
Zone: Northern Almoth Plain
Door up: tomb
A foul smelling man stands here, not happy with you.
* HP:Scratched MV:Tiring >
odu
open tomb u
u
whe
Tolza was seen at At the Altar Ok.
* HP:Scratched MV:Tiring > Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Players in your Zone
--------------------
Atkins - Cemetery
* HP:Scratched MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Scratched MV:Tiring >
w
e
Field Bordered By Deviation
This field is located between two strange fields. East from here lies
a beautiful cemetery of the nearby village and western field is full
of loose rocks, brought there for some unknown reason.
[ obvious exits: E W ]
Zone: Northern Almoth Plain
s
* HP:Scratched MV:Tiring >
s
Cemetery
The villagers from the nearby town bury their dead in this rustic cemetary.
There are many different tombstones dotting the grassy area, each one
ornate and beautiful in its own way. The atmosphere is calm, the stillness
broken only by chirping birds.
[ obvious exits: E W D ]
Zone: Northern Almoth Plain
Door down: tomb
There are some tracks of a human leaving west. <<
A bright blue rose blooms here.
An armor clad ghost stands straight-backed and alert.
* HP:Scratched MV:Tiring > Alas, you cannot go that way...
e
s
* HP:Scratched MV:Tiring >
A ghost barely tickles your left hand with its hit.
You fail to slash a ghost.
A ghost hits your body.
No way! You're fighting for your life!
s
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
e
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
f
* HP:Scratched MV:Tiring - a ghost: Scratched > No way! You're fighting for your life!
* HP:Scratched MV:Tiring - a ghost: Scratched >
You panic and attempt to flee!
You flee head over heels.
Field of Grass
The northeast corner of the Almoth Plain is a field of waist-high grass
that shivers in the wind. To the west is the cemetary for a nearby village.
The sheer vastness of the Almoth Plain could make even a king feel solitary
and humbled.
[ obvious exits: S W ]
Zone: Northern Almoth Plain
* HP:Scratched MV:Tiring >
s
A Flower Meadow
This meadow is full of carefully planted flowers. They are of
various species and of all rainbow's colors. On the northeast
corner of the meadow are a few cherry trees, though the cherries
still look a bit raw. The village is located just west from here.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
A man is here.
A man is here.
s
e
* HP:Scratched MV:Winded >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
r
* HP:Scratched MV:Winded > On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving south. vv
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving north. ^^
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
* HP:Scratched MV:Winded > [ride horse]
You start riding him.
* R HP:Scratched MV:Winded >
k seanchan
bash
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* pierces your body.
-=
*Conall* tries to pierce you, but you deflect the blow.
+**+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* has arrived from the north.
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Scratched MV:Winded - Conall: Wounded >
Tolza was seen at At the Altar A man says 'You Dweet!!! You will die before your time!! '
A man tickles Dweet's right leg with his pierce.
* R HP:Scratched MV:Winded - Conall: Wounded >
l dweet
Dweet has some small wounds and bruises.
Dweet is hurt.
*Dweet* is using:
<used as light> a lantern
<worn on head> a rimmed round helmet
<worn around neck> an ivory necklace
<worn around neck> an ivory necklace
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a pair of leather half-gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a two-handed binnol
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes
* R HP:Scratched MV:Winded - Conall: Wounded >
You try to slash *Conall*, but he parries successfully.
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* sends a man sprawling with a powerful bash!
b
bash
* R HP:Scratched MV:Winded - Conall: Wounded >
They already seem to be stunned.
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* panics, and attempts to flee!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes a man's left leg into bloody fragments!
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
*Dweet* leaves south. VV
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Conall* tries to pierce you, but you parry successfully.
*Dweet* has arrived from the south.
-=+
*Dweet* tries to crush you, but you parry successfully.
*
Tolza was seen at At the Altar *+
*Conall* pierces your left foot.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
'heh
* R HP:Scratched MV:Winded - Conall: Wounded >
b
bash
*Dweet* sends you sprawling with a powerful bash!
* R HP:Scratched MV:Winded - Conall: Wounded >
*Dweet* crushes your left leg very hard.
*Conall* pierces your body hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
*Conall* pierces your left arm hard.
* R HP:Hurt MV:Winded - Conall: Wounded >
Tic in 7 seconds!
*Dweet* tries to crush you, but you deflect the blow.
*Conall* pierces your right leg hard.
You try to slash *Conall*, but he deflects the blow.
You say 'heh'
* R HP:Hurt MV:Winded - Conall: Wounded >
-=
Tolza was seen at At the Altar +**+=
*Conall* tries to pierce you, but you parry successfully.
-
*Conall* barely pierces your head.
-
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Hurt MV:Winded >
bash dweet
You dodge a bash from *Dweet* who loses his balance and falls!
* R HP:Hurt MV:Winded - Dweet: Hurt >
tgts dweet
Second target is set as: dweet.
cw
f
*Conall* pierces your head.
*Conall* pierces your left foot hard.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 69.575 seconds.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
cb
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You panic and attempt to flee!
You flee head over heels.
On the Top of the Hill
This is the highest spot of this hill, though it is hardly much if
compared with some mountains down south. The hillside in the
east and west is far too steep for climbing down. To the south
opens an easy way down to the lower part of the hill and almost
equally easy way also opens to the north.
[ obvious exits: N S ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
You sense a hidden life form in the area...
A poor, solemn villager walks by.
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Hurt MV:Tiring >
Teor chats 'how long before your corpse disintergrates ?'
* R HP:Hurt MV:Tiring >
n
k dweet
bash
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
*Conall* is standing here.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
*Dweet* tries to crush you, but you deflect the blow.
*Conall* looks at you.
* R HP:Hurt MV:Tiring - Dweet: Hurt > You do the best you can!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body hard.
-=+**+
Tolza was seen at At the Altar A man has arrived from the south.
=- -
*Dweet* tries to crush you, but you parry successfully.
You dodge a bash from *Dweet* who loses his balance and falls!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Hurt >
l
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a seanchan leaving south. vv
There are some tracks of a human leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
You sense a hidden life form in the area...
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is sitting here
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring - Dweet: Hurt >
You slash *Dweet*'s body very hard.
A man says 'You Dweet!!! You will die before your time!! '
A man barely pierces Dweet's left arm.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A villager has arrived from the south.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tickles Dweet's body with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man tries to pierce Dweet, but he parries successfully.
You slash *Dweet*'s right leg hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
You dodge a bash from *Dweet* who loses his balance and falls!
-=+**
A man tickles Dweet's right arm with his pierce.
Draz chats 'mine? its gone a long time ago, i went into rk and was looted'
+=- -
*Dweet* panics, and attempts to flee!
=
Your bash at *Dweet* sends him sprawling!
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely tickles Dweet's head with his pierce.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
A man barely pierces Dweet's body.
You slash *Dweet*'s left leg very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
Draz chats '20min, sorry'
* R HP:Hurt MV:Tiring - Dweet: Wounded >
*Dweet* leaves north. ^^
* R HP:Hurt MV:Tiring >
A man leaves north. ^^
n
* R HP:Hurt MV:Tiring >
You can't ride in there.
w
* R HP:Hurt MV:Tiring >
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Hurt MV:Tiring >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring >
k seanchan
They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
k seanchan
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring > They aren't here.
* R HP:Hurt MV:Tiring >
e
k seanchan
On the Hillside
This part of the hill is mostly flat and therefore fast to travel with
little trouble. In the north a wall raises steeply towards the sky.
Against that very wall grows green vegetation of thick vines. A
path starts from a small clearing, leading west down to the plains.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
Door north: bush
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a seanchan leaving south. vv
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
A tawny merchant stands here, glaring about the area.
A warhorse is here, stamping his feet impatiently.
* R HP:Hurt MV:Tiring > You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
bash
*Dweet* tries to crush you, but you deflect the blow.
You slash *Dweet*'s body very hard.
* R HP:Hurt MV:Tiring - Dweet: Wounded >
-=+
*Conall* pierces your left leg.
**+=-
*Conall* pierces your left leg hard.
-=
Your bash at *Dweet* sends him sprawling!
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* pierces your body hard.
* R HP:Wounded MV:Tiring - Dweet: Wounded >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s head hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* looks at you.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
You slash *Dweet*'s body hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=
-
*Dweet* sends you sprawling with a powerful bash!
* R HP:Wounded MV:Tiring - Dweet: Battered >
bash
*Conall* pierces your left foot.
*Dweet* crushes your head very hard.
*Conall* pierces your right arm hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your body very hard.
* R HP:Wounded MV:Tiring - Dweet: Battered >
*Conall* pierces your left hand.
* R HP:Battered MV:Tiring - Dweet: Battered >
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=- -
*Conall* pierces your right leg.
=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right leg.
You slash *Dweet*'s body very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s body hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -=
Your bash at *Dweet* sends him sprawling!
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Battered MV:Tiring - Dweet: Battered >
cw 120
change wimpy 120
Tic in 7 seconds!
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right arm hard.
The rain stops.
Tic length updated to: 63.939 seconds.
You will now flee if you go below 120 hit points.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* tries to pierce you, but you parry successfully.
You slash *Dweet*'s right leg very hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
They already seem to be stunned.
* R HP:Battered MV:Tiring - Dweet: Battered >
bash
-=
*Conall* tries to pierce you, but you parry successfully.
+*
*Conall* pierces your body.
*+=-
-
*Dweet* sends you sprawling with a powerful bash!
You're in no position to do anything aggressive.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your right arm.
*Dweet* tries to crush you, but you deflect the blow.
bash
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
*Dweet* crushes your head hard.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your body.
* R HP:Battered MV:Tiring - Dweet: Battered >
*Conall* pierces your left leg.
*Dweet* crushes your body.
You are interrupted and stop what you are doing.
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You can't ride in there.
* R HP:Beaten MV:Tiring - Dweet: Battered >
f
You panic and attempt to flee!
*Conall* pierces your body hard.
You flee head over heels.
Before a Hill
A field of two feet tall grass is located between the village of
Almoth in the west and a small but dominating hill in the east.
There is a small path in the east leading up on the hill, gently
rounding big stones, which cover the hillside.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a human leaving east. >>
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
No way! You're fighting for your life!
s
* R HP:Beaten MV:Tiring - Conall: Wounded >
No way! You're fighting for your life!
f
* R HP:Beaten MV:Tiring - Conall: Wounded >
s
s
You panic and attempt to flee!
*Dweet* has arrived from the east.
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Side-Street
A short side-street runs from the fountain square to the east and
is bordered by a few houses on each side. In the north lies the very
important cottage of the village's wisdom.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
Door north: door
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving west. <<
There are some tracks of a humanoid leaving west. <<
There are some tracks of a seanchan leaving west. <<
A warhorse is here, stamping his feet impatiently, being ridden by you.
A villager woman performs her daily routine.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
Alas, you cannot go that way...
* R HP:Beaten MV:Tiring > Alas, you cannot go that way...
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring >
w
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
w
* R HP:Beaten MV:Tiring >
*Dweet* has arrived from the east.
* R HP:Beaten MV:Tiring > Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a seanchan leaving east. >>
A warhorse is here, stamping his feet impatiently, being ridden by you.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring >
k seanchan
*Dweet* has arrived from the east.
k seanchan
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body.
*Dweet* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Tiring - Dweet: Beaten > You do the best you can!
*Dweet* leaves west. <<
* R HP:Beaten MV:Tiring - Conall: Wounded >
f
You panic and attempt to flee!
You flee head over heels.
Village Field
Just north from the village's larger field lies this secondary field. Corn
grows in well organized plots, tended by hard- working farmers, whose
work's results give food to this small village. West from here runs a small
dirt path.
[ obvious exits: N S W ]
Zone: Northern Almoth Plain
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Beaten MV:Tiring >
w
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body very hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves north. ^^
* R HP:Beaten MV:Tiring >
n
Bend In the Path
The narrow path begins to bend to the west and toward Falme
Road and to the south towards the village of Almoth. This path
seems to rarely used and grass and other vegetation have taken
control of the path.
[ obvious exits: E S W ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
k seanchan
* R HP:Beaten MV:Tiring >
You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
Bend In the Path
Huge carpets of grass open in the southwest from this dirt road,
shivering in the soft wind, which blows through these plains. The
path leads to the north, where it bends again and to the east into the
village of Almoth.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
Door west: Razorgrass
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s right foot hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Beaten >
You slash *Dweet*'s right leg very hard.
* R HP:Beaten MV:Tiring - Dweet: Beaten >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Western Village Green
The village green, the center of community celebrations and activity,
occupies a long swath. The western side shows heavy marks in the grass, as
if it has been recently used for a festival of some sort.
[ obvious exits: N E W ]
Zone: Northern Almoth Plain
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a seanchan leaving east. >>
There are some tracks of a seanchan leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A stout Seanchan sentry keeps vigilant watch here.
A stout Seanchan sentry keeps vigilant watch here.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s left leg hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s right hand hard.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves east. >>
* R HP:Beaten MV:Tiring >
e
k seanchan
Fountain Square
This square is the center of the small village. This is the place
where villagers can gather to change news and chat. A fairly large
well is located on the center of the square, offering life to this
village. Without this well, the village would surely dry away.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A thin man with cunning eyes scouts the horizon.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical >
You slash *Dweet*'s left hand hard.
A Seanchan scout stops using a lantern.
* R HP:Beaten MV:Tiring - Dweet: Critical >
*Dweet* leaves south. VV
*Dweet* has arrived from the south.
* R HP:Beaten MV:Tiring >
*Dweet* panics, and attempts to flee!
*Dweet* leaves south. VV
* R HP:Beaten MV:Tiring >
s
k seanchan
k seanchan
s
Side-Street
A short side-street runs from the fountain square to the south and
is bordered with houses on each side. The mayors house is located
on the east side of the street, towering a bit higher than other
houses, but still not much more than a cottage.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door east: door
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a seanchan leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
There are some tracks of a humanoid leaving north. ^^
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Dweet* is standing here.
A poor, solemn villager walks by.
* R HP:Beaten MV:Tiring > You slash *Dweet*'s body hard.
*Dweet* panics, and attempts to flee!
* R HP:Beaten MV:Tiring - Dweet: Critical > You do the best you can!
* R HP:Beaten MV:Tiring - Dweet: Critical > You slash *Dweet*'s body very hard.
*Dweet* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Dweet*'s death cry.
--------------
One down, A bit later (and a much longer fight)
--------------
* R HP:Wounded MV:Tiring > Dense Grasslands
The whole plain is covered by tall and dry grass with a few plateaus rising
from otherwise flat landscape. The grass is mostly yellowish, but dots of
green catch the eye popping out from the sea of dry grass. A recently
erected fence lies to the west.
[ obvious exits: N E S W ]
Zone: Northern Almoth Plain
Door west: fence
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Wounded MV:Tiring >
s
s
Rolling Plains
Low-hilled grasslands with occasional thickets rolls by, the grass
sere and thin, shivering in the soft breeze. The ground becomes soggy
in a ravine to the south. Dust churns up as you pass these fields,
somewhat obscuring your vision.
[ obvious exits: N E S ]
Zone: Northern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
s
* R HP:Wounded MV:Tiring > Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a human leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
s
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven is visible flying high in the sky.
A large plains bear smells the air for prey.
* R HP:Wounded MV:Tiring > Straightening in the Trail
The trail is perfectly straight here, devoid of bends, or turns, it leads
perfectly north and south. A bend in the trail is visible to the north,
along with grass on either side of the trail. The trail continues its
perfectness to the immediate south. Farther south, plains of grass are all
thats visible, waving in the wind.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the north.
* R HP:Wounded MV:Tiring >
notice
n
n
You start paying increased attention to your surroundings.
n
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
A raven has arrived from the south.
k seanchan
* R HP:Wounded MV:Tiring >
bash
A large plains bear tries to hit you, but you deflect the blow.
No way! You're fighting for your life!
*Conall* has arrived from the north, riding a warhorse.
bash
* R HP:Wounded MV:Tiring - a large plains bear: Scratched > No way! You're fighting for your life!
*Conall* tries to pierce you, but you parry successfully.
* R HP:Wounded MV:Tiring - a large plains bear: Scratched > *Conall* tries to pierce you, but you
parry successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - a large plains bear: Scratched >
Cancelled.
-=+
*Conall* tries to pierce you, but you parry successfully.
A large plains bear tries to hit you, but you parry successfully.
**+=- -=
Your bash at a large plains bear sends it sprawling!
* R HP:Wounded MV:Tiring - a large plains bear: Scratched >
l connal
*Conall* tries to pierce you, but you deflect the blow.
You slash a large plains bear's head into bloody fragments!
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
You do not see that here.
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
rol
You roll your eyes.
* R HP:Wounded MV:Tiring - a large plains bear: Wounded >
f
You panic and attempt to flee!
*Conall* pierces your left arm hard.
You slash a large plains bear's body into bloody fragments!
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
* R HP:Wounded MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
e
* R HP:Wounded MV:Tiring >
A large plains bear has arrived from the east.
4
k h.seanchan
b
bash
* R HP:Wounded MV:Tiring > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
* R HP:Wounded MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Wounded MV:Tiring - Conall: Scratched >
-=
*Conall* pierces your body.
*Conall* tries to pierce you, but you parry successfully.
+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Wounded MV:Tiring - Conall: Scratched >
rep nod np
*Conall* tries to pierce you, but you deflect the blow.
b
bash
* R HP:Wounded MV:Tiring - Conall: Scratched >
* R HP:Wounded MV:Tiring - Conall: Scratched >
*Conall* pierces your left leg hard.
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=- -
=
A large plains bear has arrived from the west.
A large plains bear tries to hit you, but you deflect the blow.
A large plains bear tickles your body with its hit.
You try to slash *Conall*, but he parries successfully.
*Conall* pierces your right leg.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring >
b
bash
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Conall: Scratched >
You try to slash *Conall*, but he parries successfully.
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=- -
A large plains bear tickles your right leg with its hit.
*Conall* pierces your left leg.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Wounded MV:Tiring - Conall: Scratched >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Wounded MV:Tiring - Conall: Scratched >
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your body.
* R HP:Wounded MV:Tiring - Conall: Scratched >
-=+**+=-
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
*Conall* pierces your left hand.
-
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Tiring - Conall: Scratched >
':/
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your body.
* R HP:Battered MV:Tiring - Conall: Scratched >
b
bash
*Conall* tries to pierce you, but you parry successfully.
You say ':/'
* R HP:Battered MV:Tiring - Conall: Scratched >
-=+**+=
A large plains bear barely tickles your left arm with its hit.
*Conall* tries to pierce you, but you parry successfully.
- -=
*Conall* tries to pierce you, but you parry successfully.
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Tiring - Conall: Scratched >
You slash *Conall*'s body into bloody fragments!
A large plains bear tickles your left foot with its hit.
* R HP:Battered MV:Tiring - Conall: Hurt >
Tic in 7 seconds!
You slash *Conall*'s right arm into bloody fragments!
A large plains bear barely tickles your body with its hit.
* R HP:Battered MV:Tiring - Conall: Hurt >
b
bash
-=+
*Conall* pierces your body.
**+
A large plains bear tries to hit you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Tiring - Conall: Hurt >
You slash *Conall*'s right arm into bloody fragments!
A large plains bear tries to hit you, but you deflect the blow.
The day has begun.
Tic length updated to: 64.002 seconds.
* R HP:Battered MV:Strong - Conall: Wounded >
You slash *Conall*'s body into bloody fragments!
A large plains bear tries to hit you, but you parry successfully.
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
-=+*
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong - Conall: Wounded >
b
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Battered MV:Strong - Conall: Wounded >
*Conall* pierces your left hand.
* R HP:Battered MV:Strong - Conall: Wounded >
-=+
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your head hard.
**+=-
*Conall* pierces your left leg.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong >
A large plains bear tries to hit you, but you parry successfully.
*Conall* pierces your right leg.
* R HP:Battered MV:Strong - a large plains bear: Wounded >
cw
f
*Conall* tries to pierce you, but you parry successfully.
* R HP:Battered MV:Strong - a large plains bear: Wounded > [change mood wimpy]
Mood changed to: Wimpy
* R HP:Battered MV:Strong - a large plains bear: Wounded > You panic and
attempt to flee!
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
* R HP:Battered MV:Strong >
s
k seanchan
bash
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Battered MV:Strong - Conall: Wounded > You do the best you can!
* R HP:Battered MV:Strong - Conall: Wounded >
-=
A large plains bear tries to hit you, but you parry successfully.
+**
A large plains bear barely hits your left arm.
*Conall* tries to pierce you, but you deflect the blow.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Strong - Conall: Wounded >
cb
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
*Conall* pierces your right foot.
* R HP:Battered MV:Strong - Conall: Wounded >
[change mood brave]
Mood changed to: Brave
* R HP:Battered MV:Strong - Conall: Wounded >
-=+*
You swiftly dodge a large plains bear's attempt to hit you.
*Conall* pierces your right leg.
PANIC! You couldn't escape!
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you deflect the blow.
You slash *Conall*'s left leg into bloody fragments!
* R HP:Battered MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you dodge the attack.
You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
They already seem to be stunned.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
-
=+**+=- -=
A large plains bear barely hits your body.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
Your bash at *Conall* sends him sprawling!
* R HP:Battered MV:Strong - Conall: Wounded >
A large plains bear tries to hit you, but you deflect the blow.
You try to slash *Conall*, but he parries successfully.
* R HP:Battered MV:Strong - Conall: Wounded >
bash
A large plains bear tries to hit you, but you parry successfully.
You slash *Conall*'s body into bloody fragments!
*Conall* pierces your body.
PANIC! You couldn't escape!
* R HP:Beaten MV:Strong - Conall: Wounded >
-=+**+=-
A large plains bear tries to hit you, but you deflect the blow.
*Conall* pierces your right foot hard.
PANIC! You couldn't escape!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Strong - Conall: Wounded >
cw
f
A large plains bear tries to hit you, but you parry successfully.
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!
* R HP:Beaten MV:Strong - Conall: Wounded >
[change mood wimpy]
Mood changed to: Wimpy
* R HP:Beaten MV:Strong - Conall: Wounded >
*Conall* tries to pierce you, but you parry successfully.
You panic and attempt to flee!
Draz chats 'anyone trading or selling trinkets?'
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
A hungry looking lioness is here, eyes gleaming with a blood lust.
A large plains bear smells the air for prey.
* R HP:Beaten MV:Strong >
e
s
s
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* pierces your body.
You panic and attempt to flee!
s
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Strong - Conall: Wounded > No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded > You try to slash *Conall*, but he deflects the blow.
A large plains bear tries to hit you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
No way! You're fighting for your life!
s
* R HP:Beaten MV:Strong - Conall: Wounded >
s
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded >
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Wounded >
f
You panic and attempt to flee!
*Conall* tries to pierce you, but you parry successfully.
A large plains bear tickles your left arm with its hit.
*Conall* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 66.769 seconds.
You flee head over heels.
Turn in Winding Trail
The trail takes a wide turn here, it comes to here from the east and then
leads north. A large plain of grass a far as the eye can see lays to the
west. Tall grass grows on either side of the small, windy trail.
[ obvious exits: N E ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
A hungry looking lioness is here, eyes gleaming with a blood lust.
A large plains bear smells the air for prey.
* R HP:Beaten MV:Strong >
n
A Windy Trail
To one side, tall grass grows to about your shoulder. To the west, a long
and muddy ravine stretchs for miles. The trail leads north and south, this
point seperating the north and south Almoth Plain. Following the trail
south will take far south, almost to Tarabon. Far to the north is Arad
Doman.
[ obvious exits: E S ]
Zone: Southern Almoth Plain
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
*Conall* has arrived from the south, riding a warhorse.
* R HP:Beaten MV:Strong > *Conall* swiftly dodges your attempt to slash him.
* R HP:Beaten MV:Strong - Conall: Wounded >
A large zebra leaves east. >>
A zebra leaves east. >>
A zebra leaves east. >>
A zebra leaves east. >>
f
* R HP:Beaten MV:Strong - Conall: Wounded >
You panic and attempt to flee!
*Conall* tries to pierce you, but you parry successfully.
s
You flee head over heels.
Top of a Muddy Ravine
A long and muddy ravine stretches to the east of here. Several trickling
streams of water flow down the steep incline. Looking down the ravine, it
is readily apparent that getting back out will cause some trouble for even
those most sure footed person. A small trail bordering the grass is visible
to the immediate west. The same trail can be spotted to the south. This is
an excellent place to watch out for intruders.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A zebra stands here nibbling on grass.
A large zebra stands here, watching for danger.
* R HP:Beaten MV:Strong > Bend in a Winding Trail
Making a tight turn here the trail allows for travel to the south, and to
the west. A deep, unaccessable ravine lies to the direct north you, the
entrance to it somewhere off west. Plains of grass and the trail are both
visible to the south. Tall grass surrounds the trail on both sides.
[ obvious exits: N S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A large plains bear smells the air for prey.
A raven is visible flying high in the sky.
s
* R HP:Beaten MV:Strong >
s
Straightening in the Trail
The trail is perfectly straight here, devoid of bends, or turns, it leads
perfectly north and south. A bend in the trail is visible to the north,
along with grass on either side of the trail. The trail continues its
perfectness to the immediate south. Farther south, plains of grass are all
thats visible, waving in the wind.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the north.
* R HP:Beaten MV:Strong > A Winding Trail
The trail here is extremely straight, no turns and bends mar the thinly
visible trail. To the north, the trail continues perfectly. Visible to the
south is an end to all the grass, but farther on, the grass can be seen to
jump up again. Tall amber grass towers on either side of the trail.
[ obvious exits: N S ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving north. ^^
There are some tracks of a human leaving north. ^^
A squat border stone juts from the soil.
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the north.
* R HP:Beaten MV:Strong >
s
A Trail in the Grass
The grass from all directions suddenly ends here. Defunct of all grass, this
one spot is one big rock. The grass is to the north, east, and south, but
there is not any here. The rock delves into the ground to the west.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a human leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the north.
e
* R HP:Beaten MV:Strong >
A Large Clearing of Grass
A large coniferous tree is standing here. The grass circles around it in a
large, wavy pattern. A small, muddy pond lies at the base of the tree
allowing for grass near the tree to be taller. On to the west, a large
clearing of stone is visible. Far off east, the Mountains of Mist can be
percieved quite easily. The grass gets much taller a short distance to the
east.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
sc
You have 100(404) hit and 130(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
*Conall* has arrived from the west, riding a warhorse.
k seanchan
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Wounded >
bash
You do the best you can!
* R HP:Beaten MV:Strong - Conall: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=- -
*Conall* tries to pierce you, but you deflect the blow.
=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Wounded >
cb
[change mood brave]
Mood changed to: Brave
* R HP:Beaten MV:Strong - Conall: Wounded >
You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Wounded >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
bash
-=+**+=
*Conall* pierces your body.
PANIC! You couldn't escape!
-
*Conall* tries to pierce you, but you parry successfully.
-=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s right leg into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s head into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Battered >
bash
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Battered >
bash
*Conall* tries to pierce you, but you deflect the blow.
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Battered >
You slash *Conall*'s left hand very hard.
remove shield
* R HP:Beaten MV:Strong - Conall: Beaten >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Beaten >
You slash *Conall*'s head into bloody fragments!
*Conall* panics, and attempts to flee!
*Conall* leaves west riding a warhorse.
* R HP:Beaten MV:Strong >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
* R HP:Beaten MV:Strong >
w
k seanchan
bash
A Trail in the Grass
The grass from all directions suddenly ends here. Defunct of all grass, this
one spot is one big rock. The grass is to the north, east, and south, but
there is not any here. The rock delves into the ground to the west.
[ obvious exits: N E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+
*Conall* tries to pierce you, but you parry successfully.
*
*Conall* panics, and attempts to flee!
*+
*Conall* leaves west riding a warhorse.
*Conall* has arrived from the west, riding a warhorse.
=
*Conall* leaves east riding a warhorse.
-
e -
k seanchan=
They're not here anymore!
* R HP:Beaten MV:Strong > A Large Clearing of Grass
A large coniferous tree is standing here. The grass circles around it in a
large, wavy pattern. A small, muddy pond lies at the base of the tree
allowing for grass near the tree to be taller. On to the west, a large
clearing of stone is visible. Far off east, the Mountains of Mist can be
percieved quite easily. The grass gets much taller a short distance to the
east.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
e
k seanchan
A Slope of a Small Knoll
This side of a small knoll slopes westward, leading to a small apex
overlooking the plain. The slope is covered in grass and scattered with
large, reddish boulders. To the west can be viewed a large clearing with a
tall tree as its centerpiece.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven has arrived from the west.
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
e
* R HP:Beaten MV:Strong >
Grassy Knoll
This is a small rise in the ground, allowing you to see some of the
sorrounding areas. The top is covered in grass and rocks. The grass sways
in a wind that blows up clouds of dirt. The dirt sometimes gets in your
eyes and makes it harder to see the sourrounding plains.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
e
* R HP:Beaten MV:Strong >
Before a Grassy Knoll
A small grass covered knoll rises up to the south here. The hill is to hard
to climb to the rockiness of the ground. Plains can be seen to the north,
as far as you can see. The hill wraps around to the west and then south.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
notice
* R HP:Beaten MV:Strong >
e
e
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong > End of an Animal Trail
The trail is beaten down from many small plains creatures running along it.
This end of the trail is before a grassy knoll to the south. More plains
are off to the north, and the trail heads off to the east. A few small
saplings poke thier crowns over the grass.
[ obvious exits: E W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A stealthy cougar gracefully makes its way through the terrain.
* R HP:Beaten MV:Strong > Bend in the Trail
The animal trail takes a sharp turn to the west and south. Tall grasses
blown by the strong winds grow on either side of the trail. There is a
small traversable area just off the trail to the east. Large plains of
grass is all to be seen in the northern direction.
[ obvious exits: E S W ]
Zone: Southern Almoth Plain
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A rust-colored bobcat crouches low, ready to pounce.
A stealthy cougar gracefully makes its way through the terrain.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
e
Off the Animal Trail
Tall grass towers towards the sky on all sides, most of it being above your
head. Several patchs of shorter grass allow you a break from all of it, but
not for long as the grass is still all that is visible. At one point, a
small opening can be seen in the cliff to the north.
[ obvious exits: N E W ]
Zone: Southern Almoth Plain
Door north: cave
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
An iron sconce is embedded into the wall.
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Bridge Across the Andahar
The rushing waters of the Andahar move swiftly beneath the sturdy planks of
this wooden bridge. To the west lies the vast plains of Almoth. The thickly
forested Darkwood stands to the east.
[ obvious exits: E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
e
Wood Home
Tall redwoods soar into the blue skies above. The forest seems to be
eternally enchanted within the confines of the rising redwood hill. The
Almoth Plains open far to the west beyond the Andahar river.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A long-eared rabbit is here, looking quite sick.
An old, wise Ogier is here, standing sentinel over the forests.
s
* R HP:Beaten MV:Strong > Wood Home
Small animals wander well manicured grass paths under the shade of enormous
redwood trees. Tree roots plunge into the rich soil of the hill to provide
comfortable resting places around the forested parkway.
[ obvious exits: S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A young and strong buck is here, munching some grass.
A long-eared rabbit is here, looking quite sick.
A pretty bird is here flying around.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Wood Home
Tall redwood trees overlook a lush forest to the south. In the day, sunlight
shines through the massive arms of the forest where tiny songbirds fill the
air with delicate melody. Groomed paths wander amid the massive trunks
providing handsome views of the surrounding landscape.
[ obvious exits: N W D ]
Zone: Darkwood
Door down: greenpath
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A raven has arrived from the north.
* R HP:Beaten MV:Strong >
Tic in 7 seconds!
d
Forested Glen
A pleasant forest, littered with a rainbow of flowers, spreads under the
base of rising hill. The hill, strewn with loose rock and flowered bushes,
rises to the north where tall redwoods reach to the sky.
[ obvious exits: E S W U ]
Zone: Darkwood
Door up: greenpath
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving up. uu
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
* R HP:Beaten MV:Strong >
*Conall* leaves east riding a warhorse.
k seanchan
* R HP:Beaten MV:Strong >
bash
e
They aren't here.
k seanchan
bash
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.095 seconds.
Forested Glen
Sunlight shines off of dozens of flower varieties that crest gentle
forested hills, which spread to the south and west. A rising hill crowned
with tall oaks blocks further passage to the north.
[ obvious exits: S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A young and strong buck is here, munching some grass.
A pretty bird is visible flying high in the sky.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
*+=-
*Conall* tries to pierce you, but you parry successfully.
*Conall* panics, and attempts to flee!
-=
Your bash at *Conall* sends him sprawling!
*Conall* panics, and attempts to flee!
*Conall* leaves south riding a warhorse.
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is sitting here, riding a warhorse.
A young and strong buck is here, munching some grass.
A raven has arrived from the north.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
b
bash
They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+**+=
*Conall* tries to pierce you, but you parry successfully.
-
*Conall* pierces your right arm hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Bank of the Andahar
Birds sing under the shady branches of a forest that spreads to the north.
An ominous, wooded hill rises to the east. A swollen river rushes southwards
where black waters stain its clear surface.
[ obvious exits: N S W ]
Zone: Darkwood
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
b
bash
You would need to swim there, you can't just walk it.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
s
4
k h.seanchan
You would need to swim there, you can't just walk it.
* R HP:Beaten MV:Strong > They aren't here.
n
4
k h.seanchan
* R HP:Beaten MV:Strong >
b
bash
Forested Glen
A low-lying hill, densely crowded with tall timber, rises to the east.
Sunlit forest glades, sprinkled with small flower topped knolls, spread
around the base of the hill and to the north. The forest reaches down to
riverbanks in the south.
[ obvious exits: N S W U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
A wild stallion bucks madly, being ridden by you.
A raven is visible flying high in the sky.
A young and strong buck is here, munching some grass.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
u
4
k h.seanchan
Black Heart
A black forest rises upon a wide, low-lying hill that spreads to the north,
south and east. To the west, the forest gently descends the hill and
opens into a sunlit glade that beams with healthy flowers and shrubbery.
[ obvious exits: N E S D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
n
e
Black Heart
A rocky cliff overlooks an empty blackness to the north. Tall trees rise to
enormous heights blocking out all sunlight to the ground below. Snorting
and grunting sounds echo around the forest to the east and south. An
amazing amount of wildlife can be observed by watching carefully from this
spot.
[ obvious exits: E S ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the south.
e
* R HP:Beaten MV:Strong > Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A wild hog snorts angrily, pawing at the ground.
d
* R HP:Beaten MV:Strong > The hog leaves south. VV
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from above.
* R HP:Beaten MV:Strong >
u
4
k h.seanchan
Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
w
* R HP:Beaten MV:Strong > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Strong > Black Heart
The dark forest spreads along the edge of a sheer rocky plateau that drops
to unknown depths below. A black void fills the land to the north that
seems to echo with silence. Animal trails wander through the foreboding
trees to the east, west and south.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: darkpath
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+*
*Conall* tries to pierce you, but you deflect the blow.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong >
*Conall* leaves east riding a warhorse.
b
bash
* R HP:Beaten MV:Strong >
sta
e
4
k h.seanchan
b
bash
Maybe you should get on your feet first?
* R HP:Beaten MV:Strong > You stand up.
* R HP:Beaten MV:Strong > Black Heart
A large, low-lying hill rises above the forest floor and extends to the
west and south. The hill is overcrowded with large hardwoods, which totally
block out the sunlight. Strange animal grunts and roars echo along the
crest of the hill.
[ obvious exits: S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
* R HP:Beaten MV:Strong >
d
n
4
k h.seanchan
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from above.
b
bash
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the south.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+
*Conall* panics, and attempts to flee!
*
*Conall* tries to pierce you, but you parry successfully.
*+
*Conall* tries to pierce you, but you parry successfully.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong >
sta
*Conall* pierces your body hard.
PANIC! You couldn't escape!
4
k h.seanchan
* R HP:Beaten MV:Strong - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Strong - Conall: Beaten >
Do you not consider fighting as standing?
* R HP:Beaten MV:Strong - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Beaten >
-=
*Conall* tries to pierce you, but you deflect the blow.
*Conall* opens the path.
+**+=
*Conall* panics, and attempts to flee!
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Strong - Conall: Beaten >
cdd
close path d
*Conall* leaves west riding a warhorse.
* R HP:Beaten MV:Strong >
sta
4
k h.seanchan
Ok.
b
bash
* R HP:Beaten MV:Strong > You are already standing.
w
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
*Conall* has arrived from the west, riding a warhorse.
* R HP:Beaten MV:Strong > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A massive boar stares with malignant, intelligent eyes.
A raven has arrived from the east.
4
k h.seanchan
* R HP:Beaten MV:Strong >
b
bash
They aren't here.
e
* R HP:Beaten MV:Strong > Bash who?
4
k h.seanchan
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+
*Conall* tries to pierce you, but you parry successfully.
*
*Conall* panics, and attempts to flee!
*+=- -=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Strong - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Strong - Conall: Critical >
cz
[change mood berserk]
Mood changed to: Berserk
remove shield
* R HP:Beaten MV:Strong - Conall: Critical >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Critical >
*Conall* leaves south riding a warhorse.
* R HP:Beaten MV:Strong >
wear shield
cz
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
Tic in 7 seconds!
* R HP:Beaten MV:Strong > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* R HP:Beaten MV:Strong >
s
k seanchan
Darkwood
An overgrown trail corners to the north and rises to the west along the
base of a small ridge. The path intermixes with a growing population of
hoofed animal trails that climb a small hill in the west.
[ obvious exits: N U ]
Zone: Darkwood
There are some tracks of a ridden mount leaving up. uu
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving up. uu
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here, riding a warhorse.
A raven has arrived from the north.
s
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he deflects the blow.
k seanchan
* R HP:Beaten MV:Strong - Conall: Critical > No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Critical >
k seanchan
k seanchan
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Critical > You try to slash *Conall*, but he deflects the blow.
You do the best you can!
bash
* R HP:Beaten MV:Strong - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Critical >
-=+**
*Conall* leaves up riding a warhorse.
+
*Conall* has arrived from above, riding a warhorse.
=-
The lightning stops.
Tic length updated to: 62.49 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
wear shield -
*Conall* leaves north riding a warhorse.
Cancelled.
You don't seem to have a shield.
* R HP:Beaten MV:Strong >
cz
n
[change mood berserk]
You try to calm down, but can't.
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the south.
* R HP:Beaten MV:Strong >
wear shield
wear shield
You don't seem to have a shield.
* R HP:Beaten MV:Strong > You don't seem to have a shield.
* R HP:Beaten MV:Strong >
wear shield
You don't seem to have a shield.
* R HP:Beaten MV:Strong >
eq
You are using:
<used as light> a mirrored lantern
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a rimmed round helmet
<worn around neck> a Kandori snowflake necklace
<worn around neck> a Kandori snowflake necklace
<worn on body> a tunic of finely-crafted chain
<worn about body> a pure white cloak bearing a golden sunburst
<slung on back> a backpack
<worn on arms> a pair of riveted chainmail sleeves
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<worn as shield> a silver etched shield
<wielded> an ivory and gold-hilted longsword
<worn about waist> a belt with a buckle of cuendillar
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of shining steel mesh boots
* R HP:Beaten MV:Strong >
cb
cb
[change mood brave]
You try to calm down, but can't.
cb
* R HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
sc
* R HP:Beaten MV:Strong >
You have 117(404) hit and 145(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
cw 100
change wimpy 100
You will now flee if you go below 100 hit points.
* R HP:Beaten MV:Strong >
dism
You stop riding him.
cb
* HP:Beaten MV:Strong >
[change mood brave]
Mood changed to: Brave
d
* HP:Beaten MV:Strong >
4
k h.seanchan
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
*Conall* is standing here, riding a warhorse.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
b
bash
* HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* HP:Beaten MV:Strong - Conall: Beaten >
A Seanchan officer tries to lance you, but you deflect the blow.
-=+**+=-
A Seanchan officer lances your body hard.
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
*Conall* pierces your right arm hard.
PANIC! You couldn't escape!
*Conall* pierces your body hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving down. dd
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* HP:Beaten MV:Strong >
r
[ride horse]
You start riding him.
not
* R HP:Beaten MV:Strong >
c
k seanchan
You start paying increased attention to your surroundings.
c
k seanchan
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
sc
* R HP:Beaten MV:Strong >
You have 83(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
whe
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
c
k seanchan
* R HP:Beaten MV:Strong >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong >
They aren't here.
whe
* R HP:Beaten MV:Strong >
Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Strong >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
notice
e
e
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the west.
* R HP:Beaten MV:Strong > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
e
e
* R HP:Beaten MV:Strong >
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of a humanoid leaving west. <<
A wild stallion bucks madly, being ridden by you.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
e
* R HP:Beaten MV:Strong > Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Strong > Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A sailor is here.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
e
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A tall guard stands here proudly.
A black dog is here, wagging its tail.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Strong >
yel hrm
You bellow 'hrm'
* R HP:Beaten MV:Strong >
whe
Players in your Zone
--------------------
Atkins - Touchan
* R HP:Beaten MV:Strong >
sc
You have 97(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
notice
You start paying increased attention to your surroundings.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Strong >
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
where
* R HP:Beaten MV:Strong >
Players in your Zone
--------------------
Atkins - Touchan
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong >
notice
You stop paying increased attention to your surroundings.
* R HP:Beaten MV:Strong >
sc
You have 97(404) hit and 141(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Strong >
w
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A sailor is here.
w
w
* R HP:Beaten MV:Strong >
w
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the east.
w
* R HP:Beaten MV:Strong > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Strong > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the east.
* R HP:Beaten MV:Strong >
w
Tic in 7 seconds!
w
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving west. <<
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A massive boar stares with malignant, intelligent eyes.
A raven has arrived from the east.
* R HP:Beaten MV:Strong >
e
notice
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
You start paying increased attention to your surroundings.
k seanchan
* R HP:Beaten MV:Strong >
k seanchan
They aren't here.
* R HP:Beaten MV:Strong >
You try to slash *Conall*, but he parries successfully.
k seanchan
* R HP:Beaten MV:Strong - Conall: Beaten >
They aren't here.
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Beaten >
cdd
close d
*Conall* leaves east. >>
* R HP:Beaten MV:Strong >
sta
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.921 seconds.
* R HP:Beaten MV:Full >
4
k h.seanchan
b
bash
I see no d here.
* R HP:Beaten MV:Full > You are already standing.
* R HP:Beaten MV:Full >
They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Full >
e
4
k h.seanchan
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Full >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Full > They aren't here.
w
* R HP:Beaten MV:Full >
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A raven has arrived from the east.
* R HP:Beaten MV:Full > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Full - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you parry successfully.
-=+
*Conall* tries to pierce you, but you deflect the blow.
**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Full - Conall: Beaten >
*Conall* leaves west. <<
* R HP:Beaten MV:Full >
sta
4
k h.seanchan
You are already standing.
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full >
w
4
k h.seanchan
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Full > They aren't here.
* R HP:Beaten MV:Full > Bash who?
* R HP:Beaten MV:Strong >
w
4
k h.seanchan
b
bash
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > They aren't here.
* R HP:Beaten MV:Strong > Bash who?
w
* R HP:Beaten MV:Strong >
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A raven has arrived from the east.
* R HP:Beaten MV:Strong > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Strong - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=
*Conall* tries to pierce you, but you parry successfully.
*Conall* leaves north. ^^
- -
n=
Your bash at *Conall* sends him sprawling!
4
k h.seanchan
b
bash
* R HP:Beaten MV:Strong - Conall: Beaten >
No way! You're fighting for your life!
* R HP:Beaten MV:Strong - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Strong - Conall: Beaten > They already seem to be stunned.
* R HP:Beaten MV:Strong - Conall: Beaten >
remove shield
You slash *Conall*'s body into bloody fragments!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Strong - Conall: Critical >
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Strong - Conall: Critical >
*Conall* leaves east. >>
* R HP:Beaten MV:Strong >
e
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
4
k h.seanchan
* R HP:Beaten MV:Strong >
They aren't here.
* R HP:Beaten MV:Strong >
e
e
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A wild stallion bucks madly, being ridden by you.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Strong > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
A wild stallion bucks madly, being ridden by you.
A raven has arrived from the west.
* R HP:Beaten MV:Strong >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
* R HP:Beaten MV:Strong >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Battered MV:Strong > They aren't here.
k seanchan
* R HP:Battered MV:Strong > They aren't here.
* R HP:Battered MV:Strong > They aren't here.
tr
* R HP:Battered MV:Strong >
-=
Some obvious fresh bloody traces of a Seanchan leaving west. <<
Some obvious fresh bloody traces of a Seanchan leaving down. dd
Some obvious fresh bloody traces of a Seanchan leaving east. >>
Some obvious fresh bloody traces of a Seanchan leaving east. >>
Some obvious fresh tracks of a wild stallion (ridden) leaving east.
Some obvious fresh tracks of a wild stallion (ridden) leaving west.
* R HP:Battered MV:Strong >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Strong > They aren't here.
k seanchan
* R HP:Battered MV:Strong >
k seanchan
They aren't here.
* R HP:Battered MV:Strong > They aren't here.
sc
* R HP:Battered MV:Strong >
You have 123(404) hit and 132(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Strong >
dismount
dismount
You stop riding him. <--- Still forgotting you can ride in there :P
* HP:Battered MV:Strong > But you're not riding anything!
* HP:Battered MV:Strong >
cb
[change mood brave]
Mood changed to: Brave
* HP:Battered MV:Strong >
d
4
k h.seanchan
b
bash
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
*Conall* is standing here.
A warhorse is here, stamping his feet impatiently.
*Conall* leaves south. VV
A warhorse leaves south. VV
* HP:Battered MV:Strong > They aren't here.
* HP:Battered MV:Strong > Bash who?
* HP:Battered MV:Strong >
s
4
k h.seanchan
b
bash
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
* HP:Battered MV:Strong > You slash a Seanchan fighter's body hard.
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
A Seanchan officer tries to lance you, but you parry successfully.
A Seanchan fighter joins a Seanchan officer's fight!
A Seanchan fighter joins a Seanchan officer's fight!
s
Cancelled.
No way! You're fighting for your life!
cw
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
f
[change mood wimpy]
Mood changed to: Wimpy
cb
* HP:Battered MV:Strong - a Seanchan fighter: Scratched >
You panic and attempt to flee!
*Conall* has arrived from the south, riding a warhorse.
*Conall* pierces your right leg.
*Conall* pierces your left arm.
A Seanchan fighter slashes your right leg.
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
[change mood brave]
Mood changed to: Brave
*Conall* has arrived from the south, riding a warhorse.
* HP:Beaten MV:Tiring >
*Conall* pierces your head hard.
PANIC! You couldn't escape!
4
k h.seanchan
b
bash
* HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
You do the best you can!
*Conall* closes the tangle.
* HP:Beaten MV:Tiring - Conall: Beaten >
-=+**
*Conall* pierces your left leg hard.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Beaten MV:Tiring - Conall: Beaten >
b
bash
*Conall* pierces your left foot hard.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
* HP:Critical MV:Tiring - Conall: Beaten >
-
*Conall* tries to pierce you, but you deflect the blow.
=+*
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Tiring - Conall: Beaten >
cw
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
s
Tic in 7 seconds!
s
s
You flee head over heels.
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Tiring > Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
odu
open u <---- I also thought there used to be a door here! My brain didnt process that the mapped door is to the west
* HP:Critical MV:Tiring > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
* HP:Critical MV:Tiring > Alas, you cannot go that way...
* HP:Critical MV:Tiring > I see no u here.
u
* HP:Critical MV:Tiring >
*Conall* has arrived from the north, riding a warhorse.
* HP:Critical MV:Tiring >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
n
n
n
n
You flee head over heels.
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving south. vv
Alas, you cannot go that way...
odu
open u
* HP:Critical MV:Tiring > Alas, you cannot go that way...
* HP:Critical MV:Tiring > Alas, you cannot go that way...
u
* HP:Critical MV:Tiring >
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 62.6 seconds.
Alas, you cannot go that way...
* HP:Critical MV:Strong > Alas, you cannot go that way...
e
* HP:Critical MV:Strong > I see no u here.
* HP:Critical MV:Strong >
e
Alas, you cannot go that way...
* HP:Critical MV:Strong > Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
* HP:Critical MV:Strong > Crane Bottom
Tall trees climb up from the swampy waters to shadow the ground in eternal
twilight. Soft calls from swamp birds echo around tall swamp plants.
Sudden splashing within the green, stagnant marsh water startles tall,
white cranes filling the air with their angry retort.
[ obvious exits: E S W ]
Zone: Darkwood
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
A long-billed crane is visible flying high in the sky.
A long-billed crane with white plumage delicately wades through the water.
A raccoon sniffs the ground for food.
* HP:Critical MV:Tiring >
e
Crane Bottom
A wide marshland spreads around the base of a gently rising hill to the
north. The marsh is fed from creeks that drain from a rushing river to the
east. The marsh continues to open into the south and west.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
n
n
* HP:Critical MV:Tiring >
n
Forbidden Grounds
The forest descends rapidly, to the south, into a wide marshy bottom. To
the north, the forest grows very quiet in a deathlike silence. The forest
ends to the east along a bridge-spanned riverbank.
[ obvious exits: N E S ]
Zone: Darkwood
* HP:Critical MV:Tiring > Forbidden Grounds
The forest ends, to the west, with a barrier of closed branches and bushes
bound together with sticky, silken strands. Soft clicking makes rhythmic
patterns through intoxicating, pungent aromas that waft through trees. A
small opening, under the webbing, can be seen at the base of the tree roots.
[ obvious exits: N E S D ]
Zone: Darkwood
Door down: webbing
n
* HP:Critical MV:Tiring > Dark Trails
Tall oaks and hardwoods extend to enormous heights along the ancient forest
edge. Large clearings have been cut into the forest to provide timber for
the thriving lake town. Wide man-made paths wind further into the depths of
the forest where the timber has been drawn out of the woody interior.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of an animal leaving north. ^^
There are some tracks of a humanoid leaving west. <<
There are some tracks of an animal leaving north. ^^
A panther stalks through the wilderness.
* HP:Critical MV:Tiring > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
A huge grizzly bear is here standing on its haunches.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
w
w
* HP:Critical MV:Tiring >
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A panther stalks through the wilderness.
w
* HP:Critical MV:Tiring > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
r
* HP:Critical MV:Tiring > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* HP:Critical MV:Tiring > [ride horse]
*Conall* has beaten you to it.
e
e
* HP:Critical MV:Tiring >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Tiring - Conall: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten >
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
f
* HP:Critical MV:Tiring - Conall: Beaten >
u
You panic and attempt to flee!
e
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A dun snake is here, hissing sharply.
Alas, you cannot go that way...
* HP:Critical MV:Tiring > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
*Conall* is standing here, riding a warhorse.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
e
No way! You're fighting for your life!
* HP:Critical MV:Tiring - Conall: Beaten >
*Conall* swiftly dodges your attempt to slash him.
*Conall* tries to pierce you, but you parry successfully.
f
* HP:Critical MV:Tiring - Conall: Beaten >
u
You panic and attempt to flee!
e
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A burly lumberjack swings his axe here.
Alas, you cannot go that way...
* HP:Critical MV:Tiring > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A panther stalks through the wilderness.
* HP:Critical MV:Tiring >
e
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving west. <<
A huge grizzly bear is here standing on its haunches.
A squirrel is here, chittering.
A burly lumberjack swings his axe here.
e
* HP:Critical MV:Tiring >
e
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving west. <<
* HP:Critical MV:Winded >
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
e
* HP:Critical MV:Winded >
e
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A tall guard stands here proudly.
A black dog is here, wagging its tail.
A burly lumberjack swings his axe here.
* HP:Critical MV:Winded >
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby.
sc
* HP:Critical MV:Winded >
You have 38(404) hit and 70(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
lh
lead horse
s
You start leading him.
A gray palfrey starts following you.
* HP:Critical MV:Winded > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
A gray palfrey has arrived from the north.
* HP:Critical MV:Winded >
whe
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
scan n
whe
* HP:Critical MV:Winded >
Players in your Zone
--------------------
Atkins - Broken Boar
sc
* HP:Critical MV:Winded >
You have 52(404) hit and 67(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
They aren't here.
where
* HP:Critical MV:Winded >
k seanchan
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded >
where
They aren't here.
* HP:Critical MV:Winded > Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
l
Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
A gray palfrey prances skittishly nearby.
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
* HP:Critical MV:Winded >
They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
sc
You have 52(404) hit and 67(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
Tic in 7 seconds!
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
where
They aren't here.
* HP:Critical MV:Winded > Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.353 seconds.
They aren't here.
* HP:Beaten MV:Tiring > They aren't here.
k seanchan
* HP:Beaten MV:Tiring >
They aren't here.
* HP:Beaten MV:Tiring >
k seanchan
k seanchan
They aren't here.
sc
* HP:Beaten MV:Tiring > They aren't here.
* HP:Beaten MV:Tiring >
*Conall* has arrived from the north.
* HP:Beaten MV:Tiring >
You have 66(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Beaten MV:Tiring >
cb
k seanchan
bash
[change mood brave]
Mood changed to: Brave
* HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* HP:Beaten MV:Tiring - Conall: Beaten >
-=+**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
* HP:Beaten MV:Tiring >
cz
*Conall* pierces your body.
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!
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
sta
4
k h.seanchan
b
bash
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A black dog is here, wagging its tail.
[change mood berserk]
Mood changed to: Berserk
* HP:Critical MV:Tiring > You are already standing.
* HP:Critical MV:Tiring >
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
They aren't here.
s
4
k h.seanchan
* HP:Critical MV:Winded > Bash who?
b
bash
* HP:Critical MV:Winded > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
A gray palfrey prances skittishly nearby.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender is here, fighting Conall.
* HP:Critical MV:Winded > You try to slash *Conall*, but he parries successfully.
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Scratched - Conall: Beaten >
-
*Conall* leaves north. ^^
=+**+=- -=
They're not here anymore!
* HP:Critical MV:Winded >
sc
You have 58(404) hit and 75(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded >
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
*Conall* has arrived from the north.
scan n
* HP:Critical MV:Winded >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
k seanchan
* HP:Critical MV:Winded - Conall: Beaten > A black dog is here, wagging its tail.
bash
* HP:Critical MV:Winded - Conall: Beaten >
You do the best you can!
* HP:Critical MV:Winded - Conall: Beaten >
-
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
=+
Jake Ripper tries to pierce Conall, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
**+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Winded >
Jake Ripper tries to pierce Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
A guard tries to slash Conall, but he deflects the blow.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Winded - Conall: Beaten >
scan n
Jake Ripper pierces Conall's left foot.
* HP:Critical MV:Winded - Conall: Beaten >
b
bash
A black dog is here, wagging its tail.
* HP:Critical MV:Winded - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he parries successfully.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
-=+*
Jake Ripper pierces Conall's body.
*Conall* tries to pierce you, but you parry successfully.
*+=- -
Jake Ripper tries to pierce Conall, but he deflects the blow.
A guard slashes Conall's body very hard.
*Conall* panics, and attempts to flee!
A guard tries to slash Conall, but he parries successfully.
=
Your bash at *Conall* sends him sprawling!
* HP:Critical MV:Winded - Conall: Beaten >
You slash *Conall*'s left foot into bloody fragments!
Jake Ripper pierces Conall's body hard.
A guard slashes Conall's left leg extremely hard.
A guard slashes Conall's right leg very hard.
* HP:Critical MV:Winded - Conall: Critical >
*Conall* leaves north. ^^
Re: Some Almoth 1v2 and back and forth Touchan-Path 1v1 (LONG)
* HP:Critical MV:Winded >
cb
cb
cb
cb
[change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
cb
cb
* HP:Critical MV:Winded >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Winded > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
sc
* HP:Critical MV:Winded >
You have 31(404) hit and 75(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
whe
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
k seanchan
* HP:Critical MV:Winded >
Tic in 7 seconds!
They aren't here.
Conall tells you 'lol 5 hps'
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
rep yeah thought I had you, 17 hps here
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 64.924 seconds.
You reply to Conall 'yeah thought I had you, 17 hps here' <--- a lie :P
* HP:Critical MV:Tiring >
sca nn
You don't see that here.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
Tolza was seen at A Small Stone Chamber
* HP:Critical MV:Tiring >
scan n
*Conall* is standing here.
* HP:Critical MV:Tiring >
scan n
*Conall* is standing here.
* HP:Critical MV:Tiring >
sc
You have 44(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
Tolza was seen at A Small Stone Chamber
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
whe
* HP:Critical MV:Tiring >
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Tiring >
sc
You have 44(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
sc
You have 58(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Tiring >
n
4
k h.seanchan
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey has arrived from the south.
r
* HP:Critical MV:Tiring > They aren't here.
* HP:Critical MV:Tiring > [ride horse]
A gray palfrey stops following you.
You start riding him.
* R HP:Critical MV:Tiring >
w
k seanchan
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
A tall guard stands here proudly.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Tiring > They aren't here.
* R HP:Critical MV:Tiring >
w
k seanchan
bash
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Critical MV:Tiring > You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Tiring - Conall: Critical >
-=+**+=-
*Conall* panics, and attempts to flee!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
Tic in 7 seconds!
* R HP:Critical MV:Tiring - Conall: Critical >
*Conall* leaves east. >>
* R HP:Critical MV:Tiring >
sta
e
4
k h.seanchan
b
bash
You are already standing.
*Conall* leaves west. <<
* R HP:Critical MV:Tiring > Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
A tall guard stands here proudly.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Tiring > They aren't here.
* R HP:Critical MV:Tiring > Bash who?
* R HP:Critical MV:Tiring >
w
w
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A gray palfrey prances skittishly nearby, being ridden by you.
4
k h.seanchan
b
bash
* R HP:Critical MV:Winded > Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
w
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A huge grizzly bear is here standing on its haunches.
A burly lumberjack swings his axe here.
w
* R HP:Critical MV:Winded >
4
k h.seanchan
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A squirrel is here, chittering.
A green woodpecker is high up a tree, tapping away.
A panther stalks through the wilderness.
b
bash
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
w
w
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A panther stalks through the wilderness.
A huge grizzly bear is here standing on its haunches.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
4
k h.seanchan
* R HP:Critical MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
b
bash
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
dh
diagnose horse
A gray palfrey is in excellent condition.
A gray palfrey is healthy.
A gray palfrey is fresh.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
whe
* R HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
k seanchan
k seanchan
They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
k seanchan
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Tiring - Conall: Critical >
bash
-
*Conall* tries to pierce you, but you deflect the blow.
=+
*Conall* panics, and attempts to flee!
**+
*Conall* leaves down. DD
=-
c
k seanchan-=
They're not here anymore!
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
sc
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
You have 72(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
sc
You have 86(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
whe
* R HP:Beaten MV:Tiring > Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
Tic in 7 seconds!
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
You try to slash *Conall*, but he parries successfully.
c
k seanchan
* R HP:Beaten MV:Tiring - Conall: Critical >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
c
k seanchan
* R HP:Beaten MV:Tiring - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Critical > You do the best you can!
b
bash
* R HP:Beaten MV:Tiring - Conall: Critical >
-
*Conall* panics, and attempts to flee!
=+**
*Conall* leaves down. DD
+=
c
k seanchan-
c
k seanchan
-Cancelled.
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten > You try to slash *Conall*, but he deflects the blow.
You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* panics, and attempts to flee!
cdd
close d
b
bash
* R HP:Beaten MV:Tiring - Conall: Beaten >
I see no d here.
*Conall* leaves west. <<
* R HP:Beaten MV:Tiring > Bash who?
* R HP:Beaten MV:Tiring >
w
4
k h.seanchan
b
bash
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
w
* R HP:Beaten MV:Tiring >
4
k h.seanchan
b
bash
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
* R HP:Beaten MV:Tiring >
w
4
k h.seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A dun snake is here, hissing sharply.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
-=+**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Tiring - Conall: Beaten >
sta
4
k h.seanchan
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten > Do you not consider fighting as standing?
* R HP:Beaten MV:Tiring - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Beaten >
-
*Conall* panics, and attempts to flee!
=+*
*Conall* tries to pierce you, but you parry successfully.
*Conall* leaves east. >>
e*+
4
k h.seanchan
b
bash
=Cancelled.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*Conall* panics, and attempts to flee!
*+=
*Conall* leaves north. ^^
-
n
4
k h.seanchan -=
They're not here anymore!
b
bash
* R HP:Beaten MV:Tiring > Ebon Bark
A low wailing sound, of some miserable beast, wafts between the hushed pine
trees. A noisy carpet of pine needles litter the forest floor and appear to
make the ground bleed black blood.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A towering chokevine stands here, quivering.
A towering chokevine stands here, quivering.
A raven has arrived from the south.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
w
* R HP:Beaten MV:Tiring >
4
k h.seanchan
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
s
4
k h.seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
b
bash
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
e
* R HP:Beaten MV:Winded - Conall: Beaten >
4
k h.seanchan
Cancelled.
*Conall* tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!
b
bash
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
-
*Conall* panics, and attempts to flee!
=+**
*Conall* leaves east. >>
+
e
4
k h.seanchan=-
b
bash
Cancelled.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* leaves east. >>
* R HP:Beaten MV:Winded >
sta
e
4
k h.seanchan
b
bash
You are already standing.
* R HP:Beaten MV:Winded > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
*Conall* has arrived from the east.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* leaves east. >>
* R HP:Beaten MV:Winded >
sta
e
4
k h.seanchan
b
bash
You are already standing.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
e
* R HP:Beaten MV:Winded > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Winded > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A huge grizzly bear is here standing on its haunches.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
w
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
w
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
w
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten > They aren't here.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
You try to slash *Conall*, but he parries successfully.
Tic in 7 seconds!
bash
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
*Conall* panics, and attempts to flee!
-=+**+=
The Cairhien alarm bell sounds loudly in the distance.
-
*Conall* leaves north. ^^
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
n
k seanchan
bash
* R HP:Battered MV:Winded - Conall: Beaten >
No way! You're fighting for your life!
* R HP:Battered MV:Winded - Conall: Beaten > They aren't here.
* R HP:Battered MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Winded >
*Conall* pierces your left leg hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
sta
* R HP:Beaten MV:Winded >
You are already standing.
* R HP:Beaten MV:Winded >
s
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A raven is visible flying high in the sky.
A dun snake is here, hissing sharply.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* pierces your body.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
Bash who?
* R HP:Beaten MV:Winded >
s
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A raven is visible flying high in the sky.
A dun snake is here, hissing sharply.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
-=+**+=- -
=
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=- -
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
'puckered up on that one :P
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Winded - Conall: Beaten > You say 'puckered up on that one :P'
* R HP:Beaten MV:Winded - Conall: Beaten >
-
*Conall* leaves east. >>
sta=
+Cancelled.
You are already standing.
e
4
k h.seanchan
* R HP:Beaten MV:Winded >
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
-=+*
*Conall* panics, and attempts to flee!
*+=-
*Conall* leaves east. >>
e-=
They're not here anymore!
4
k h.seanchan
b
bash
* R HP:Beaten MV:Winded >
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=- -
*Conall* tries to pierce you, but you parry successfully.
=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Winded - Conall: Beaten >
remove shield
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Winded - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Winded - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Winded - Conall: Critical >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
b
bash
* R HP:Beaten MV:Winded - Conall: Critical >
-
*Conall* panics, and attempts to flee!
=+**+=-
*Conall* leaves west. <<
w-=
They're not here anymore!
4
k h.seanchan
* R HP:Beaten MV:Winded >
b
bash
The Cairhien alarm bell sounds loudly in the distance.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
4
k h.seanchan
e
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Winded > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
w
* R HP:Beaten MV:Winded >
4
k h.seanchan
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
4
k h.seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
w
k seanchan
* R HP:Beaten MV:Winded >
Alas, you cannot go that way...
* R HP:Beaten MV:Winded > They aren't here.
n
e
* R HP:Beaten MV:Winded >
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A raven has arrived from the south.
k seanchan
* R HP:Beaten MV:Winded > Ebon Bark
A low wailing sound, of some miserable beast, wafts between the hushed pine
trees. A noisy carpet of pine needles litter the forest floor and appear to
make the ground bleed black blood.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A towering chokevine stands here, quivering.
A towering chokevine stands here, quivering.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
s
e
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
* R HP:Beaten MV:Weary > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
n
They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Weary > They aren't here.
Tic in 7 seconds!
* R HP:Beaten MV:Weary > Ebon Bark
A small clearing opens between a ring of tall black pines. A mound of twigs
and dried flesh is strewn around a smooth boulder within the clearing.
Cloven hoof prints litter the clearing and wander down paths to the west.
[ obvious exits: E S W ]
Zone: Darkwood
Door east: skulldoor
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Weary > They aren't here.
* R HP:Beaten MV:Weary > They aren't here.
s
* R HP:Beaten MV:Weary >
e
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
A raven has arrived from the west.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.789 seconds.
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
sc
* R HP:Battered MV:Winded >
You have 131(404) hit and 59(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded >
They aren't here.
sc
* R HP:Battered MV:Winded >
You have 131(404) hit and 59(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Winded >
d
k seanchan
bash
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > Bash who?
* R HP:Battered MV:Winded >
k seanchan
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
scan s
* R HP:Battered MV:Winded >
Your eyesight is not so keen.
c
k seanchan
c
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
c
k seanchan
* R HP:Battered MV:Winded >
c
k seanchan
They aren't here.
* R HP:Battered MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Winded - Conall: Critical >
b
bash
-
*Conall* tries to pierce you, but you deflect the blow.
=
*Conall* panics, and attempts to flee!
+*
*Conall* leaves up. UU
*
u
4
k h.seanchan
b
bash+=
Cancelled.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* R HP:Battered MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Winded - Conall: Critical >
-
*Conall* tries to pierce you, but you parry successfully.
=+*
*Conall* panics, and attempts to flee!
*+=
*Conall* leaves down. DD
-
d
4
k h.seanchan -
b
bash=
They're not here anymore!
* R HP:Battered MV:Winded > Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > Bash who?
* R HP:Battered MV:Winded >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
s
* R HP:Battered MV:Winded > They aren't here.
4
k h.seanchan
* R HP:Battered MV:Winded > Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
b
bash
* R HP:Battered MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Battered MV:Winded - Conall: Critical >
A Seanchan fighter joins Conall's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan officer stops using a mirrored lantern.
A Seanchan officer joins a Seanchan fighter's fight!
A Seanchan officer lances your body hard.
PANIC! You couldn't escape!
A Seanchan fighter slashes your right leg.
You panic and attempt to flee!
A Seanchan fighter slashes your right arm.
A Seanchan fighter slashes your body.
*Conall* pierces your head hard.
You flee head over heels.
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
Bash who?
* R HP:Beaten MV:Weary >
A Seanchan officer has arrived from the north.
A Seanchan fighter has arrived from the north.
A Seanchan fighter has arrived from the north.
A Seanchan fighter has arrived from the north.
* R HP:Beaten MV:Weary >
n
n
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
b
bash
They aren't here.
* R HP:Beaten MV:Weary > Bash who?
* R HP:Beaten MV:Weary >
u
A Seanchan officer has arrived from the south.
A Seanchan fighter has arrived from the south.
A Seanchan fighter has arrived from the south.
A Seanchan fighter has arrived from the south.
* R HP:Beaten MV:Weary >
4
k h.seanchan
The tangle seems to be closed.
* R HP:Beaten MV:Weary >
You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
s
*Conall* tries to pierce you, but you parry successfully.
A Seanchan fighter joins Conall's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan officer joins a Seanchan fighter's fight!
You try to slash *Conall*, but he deflects the blow.
*Conall* pierces your left arm hard.
PANIC! You couldn't escape!
* R HP:Beaten MV:Weary - Conall: Beaten > No way! You're fighting for your life!
cw
* R HP:Beaten MV:Weary - Conall: Beaten >
f
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Weary - Conall: Beaten >
You panic and attempt to flee!
You flee head over heels.
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
s
s
s
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Alas, you cannot go that way...
* R HP:Beaten MV:Weary >
*Conall* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
You flee head over heels.
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
open tunnel
* R HP:Beaten MV:Weary >
I see no tunnel here.
s
* R HP:Beaten MV:Weary >
u
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten > No way! You're fighting for your life!
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Weary - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten >
open tunnel
Ok.
f
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
You panic and attempt to flee!
Raal narrates 'anyone have 90 pick and decent serach?'
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Burial Den
Green coated swamp waters pour under dead, moss covered trees in the east.
The waters form a deep stream between rising cave-like banks to the north
and south. The banks cut severely into the ground forming deep depressions
where shadowy movement flickers within.
[ obvious exits: E S W ]
Zone: Darkwood
Door east: tunnel
Door up: underlog
There are some tracks of an undead leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an undead leaving west. <<
A mushroom grows here.
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy wolfish creature darts through the shadows.
* R HP:Beaten MV:Weary >
A vernarsh tries to hit you, but you parry successfully.
* R HP:Beaten MV:Weary - a vernarsh: Scratched >
e
You slash a vernarsh's body into bloody fragments!
You swiftly dodge a vernarsh's attempt to hit you.
No way! You're fighting for your life!
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
l
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
A vernarsh tries to hit you, but you parry successfully.
You flee head over heels.
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary >
The tunnel closes quietly. <-!
s
* R HP:Beaten MV:Weary >
Alas, you cannot go that way...
u
* R HP:Beaten MV:Weary >
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary >
e
Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
A large swarm of mosquitoes is buzzing around your head.
* R HP:Beaten MV:Weary >
A beaver leaves west. <<
The large swarm of mosquitoes leaves east. >>
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 64.517 seconds.
cb
* R HP:Beaten MV:Winded >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
k seanchan
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
sc
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > You have 85(404) hit and 54(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
The Cairhien alarm bell sounds loudly in the distance.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
d
u
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded > Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
Players in your Zone
--------------------
Atkins - Crane Bottom
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
k seanchan
Players in your Zone
--------------------
Atkins - Crane Bottom
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
where
Players in your Zone
--------------------
Atkins - Crane Bottom
* R HP:Beaten MV:Winded >
sc
You have 85(404) hit and 52(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
e
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded >
e
e
Crane Bottom
Tall trees climb up from the swampy waters to shadow the ground in eternal
twilight. Soft calls from swamp birds echo around tall swamp plants.
Sudden splashing within the green, stagnant marsh water startles tall,
white cranes filling the air with their angry retort.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A large swarm of mosquitoes is buzzing around your head.
notice
* R HP:Beaten MV:Winded > Crane Bottom
A wide marshland spreads around the base of a gently rising hill to the
north. The marsh is fed from creeks that drain from a rushing river to the
east. The marsh continues to open into the south and west.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving north. ^^
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A raccoon sniffs the ground for food.
n
* R HP:Beaten MV:Winded > You stop paying increased attention to your surroundings.
n
* R HP:Beaten MV:Winded > Forbidden Grounds
The forest descends rapidly, to the south, into a wide marshy bottom. To
the north, the forest grows very quiet in a deathlike silence. The forest
ends to the east along a bridge-spanned riverbank.
[ obvious exits: N E S ]
Zone: Darkwood
There are some bloody traces of a human leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded > Forbidden Grounds
The forest ends, to the west, with a barrier of closed branches and bushes
bound together with sticky, silken strands. Soft clicking makes rhythmic
patterns through intoxicating, pungent aromas that waft through trees. A
small opening, under the webbing, can be seen at the base of the tree roots.
[ obvious exits: N E S D ]
Zone: Darkwood
Door down: webbing
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a human leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded >
n
w
n
Dark Trails
Tall oaks and hardwoods extend to enormous heights along the ancient forest
edge. Large clearings have been cut into the forest to provide timber for
the thriving lake town. Wide man-made paths wind further into the depths of
the forest where the timber has been drawn out of the woody interior.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a human leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
w
* R HP:Beaten MV:Winded >
w
Dark Trails
The forest grows quiet along this corner of the tall oak trees. Large dark
mosses hang from trees to the south and west. The green moss totally blocks
vision in those directions. Cool forest breezes waft through the leaves
from the north and east.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A panther stalks through the wilderness.
A cute brown deer eyes you nervously.
A squirrel is here, chittering.
* R HP:Beaten MV:Winded > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Winded > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
dism
You stop riding him.
5
* HP:Beaten MV:Winded >
[ride 2.horse]
You start riding him.
* R HP:Beaten MV:Winded >
not
c
k seanchan
You start paying increased attention to your surroundings.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
cdd
close d
I see no d here.
* R HP:Beaten MV:Winded >
resetqueue
(wotmudmapper): Queue reset. 6 command(s) was/were removed.
cdd
close path d
c
k seanchan
Ok.
*Conall* has arrived from the east.
c
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he parries successfully.
b
bash
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**+=-
*Conall* tries to pierce you, but you deflect the blow.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* opens the path.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!*+=
*Conall* tries to pierce you, but you parry successfully.
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**
*Conall* pierces your body.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
The Cairhien alarm bell sounds loudly in the distance.
The sun sets.
Tic length updated to: 66.165 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Winded >
u
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
*Conall* pierces your left leg.
You panic and attempt to flee!
b
bash
You try to slash *Conall*, but he deflects the blow.
*Conall* pierces your body hard.
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
w
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
cdd
close d
* R HP:Beaten MV:Winded >
I see no d here.
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
alias 12 close path
c
k seanchan
Ok.
c
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
-=+**
*Conall* tries to pierce you, but you parry successfully.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
12
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
[close path]
Ok.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
*Conall* opens the path.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
cw
*Conall* pierces your left foot.
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!
12
u
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Winded > [close path]
I see no path here.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
* R HP:Beaten MV:Winded >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
4
k h.seanchan
b
bash
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
The path closes quietly.
* R HP:Beaten MV:Winded >
4
k h.seanchan
b
bash
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
They aren't here.
The path is opened from the other side.
l
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
*Conall* is standing here.
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
k seanchan
* R HP:Beaten MV:Weary >
k seanchan
*Conall* tries to pierce you, but you deflect the blow.
bash
* R HP:Beaten MV:Weary - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten >
-=
*Conall* tries to pierce you, but you deflect the blow.
+**
*Conall* tries to pierce you, but you parry successfully.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Beaten >
bash
*Conall* pierces your right leg.
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!
u
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
Bash who?
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
k seanchan
bash
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten >
-=+**+
=-
*Conall* pierces your head.
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!
u
k seanchan
bash
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
* R HP:Beaten MV:Weary > *Conall* swiftly dodges your attempt to slash him.
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
bash
e
e
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
Bash who?
Tic in 7 seconds!
* R HP:Critical MV:Weary > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Weary > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A huge grizzly bear is here standing on its haunches.
* R HP:Critical MV:Weary >
e
e
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
* R HP:Critical MV:Weary > Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A tall guard stands here proudly.
* R HP:Critical MV:Weary >
notice
You stop paying increased attention to your surroundings.
k seanchan
k seanchan
* R HP:Critical MV:Weary >
The night has begun.
Tic length updated to: 62.85 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
They aren't here.
cw
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
sc
You have 63(404) hit and 49(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
Players in your Zone
--------------------
Atkins - Touchan Pier
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
notice
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
You start paying increased attention to your surroundings.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
where
* R HP:Beaten MV:Winded - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Battered >
Players in your Zone
--------------------
Atkins - Touchan Pier
bash
* R HP:Beaten MV:Winded - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
A guard joins your fight!
You try to slash *Conall*, but he parries successfully.
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -
A guard tries to slash Conall, but he parries successfully.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
cw
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered >
f
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Winded - Conall: Battered >
You panic and attempt to flee!
You flee head over heels.
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Weary >
e
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A sailor is here.
* R HP:Beaten MV:Weary >
e
*Conall* has arrived from the west.
* R HP:Beaten MV:Weary >
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Beaten MV:Weary >
w
*Conall* has arrived from the west.
* R HP:Beaten MV:Weary >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered > No way! You're fighting for your life!
* R HP:Beaten MV:Weary - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A sailor stops using a torch.
A sailor joins your fight!
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Battered >
cb
b
bash
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Weary - Conall: Battered >
-=+*
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
b
bash
A burly lumberjack has arrived from the south.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you deflect the blow.
A burly lumberjack joins your fight!
* R HP:Beaten MV:Weary - Conall: Battered >
-=+*
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you deflect the blow.
*+=-
*Conall* pierces your head.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You can't ride in there.
* R HP:Beaten MV:Weary - Conall: Battered >
b
bash
A burly lumberjack tries to cleave Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
A sailor tries to hit Conall, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
-=+**+=- -
A burly lumberjack tries to cleave Conall, but he dodges the attack.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Battered >
b
bash
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* panics, and attempts to flee!
-=+
*Conall* leaves west. <<
**+
4
k h.seanchan=-
Cancelled.
You try to slash *Conall*, but he dodges the attack.
w
* R HP:Beaten MV:Weary - Conall: Battered >
4
k h.seanchan
No way! You're fighting for your life!
b
bash
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* panics, and attempts to flee!
-=+*
*Conall* leaves south. VV
4
k h.seanchan*+
4
k h.seanchan
=Cancelled.
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
4
k h.seanchan
* R HP:Beaten MV:Weary - Conall: Battered >
You do the best you can!
b
bash
* R HP:Beaten MV:Weary - Conall: Battered >
A guard has arrived from the north.
A guard tries to slash Conall, but he deflects the blow.
A sailor joins a guard's fight!
A burly lumberjack joins a guard's fight!
-=+
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
*
Tic in 7 seconds!*+
*Conall* tries to pierce you, but you deflect the blow.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
A burly lumberjack tries to cleave Conall, but he dodges the attack.
Conall swiftly dodges a sailor's attempt to hit him.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered >
sta
4
k h.seanchan
b
bash
Do you not consider fighting as standing?
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Battered >
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=
*Conall* tries to pierce you, but you deflect the blow.
- -
=
You try to slash *Conall*, but he deflects the blow.
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
Conall swiftly dodges a sailor's attempt to hit him.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 65.639 seconds.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he dodges the attack.
A guard slashes Conall's left hand hard.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=- -
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
b
bash
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* pierces your left arm hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
Bash who?
* R HP:Beaten MV:Winded >
e
4
k h.seanchan
A sailor stops using a torch.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A guard is here, fighting Conall.
*Conall* is here, fighting a guard.
A burly lumberjack is here, fighting Conall.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
b
bash
* R HP:Beaten MV:Winded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - a guard: Healthy - Conall: Battered >
*Conall* panics, and attempts to flee!
-
*Conall* leaves south. VV
=+*
s
4
k h.seanchan
b
bash
Cancelled.
You can't ride in there.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Weary - Conall: Battered > *Conall* tries to pierce you, but
you deflect the blow.
-=+*
*
*Conall* pierces your right leg.
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!
A guard joins your fight!
A burly lumberjack joins your fight!
A sailor joins a guard's fight!
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
* R HP:Critical MV:Weary >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A burly lumberjack is here, fighting Conall.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
b
bash
* R HP:Critical MV:Weary > You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Healthy - Conall: Battered >
-
*Conall* panics, and attempts to flee!
=
Conall swiftly dodges a sailor's attempt to hit him.
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
+*
*Conall* leaves south. VV
*+=-
A guard tries to slash Conall, but he parries successfully.
A sailor joins a guard's fight!
A burly lumberjack joins a guard's fight!
-
4
k h.seanchan
=
As *Conall* avoids your bash, you topple over and fall to the ground!
b
bash
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
A burly lumberjack tries to cleave Conall, but he parries successfully.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce a guard, but he deflects the blow.
A guard tries to slash Conall, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
*Conall* panics, and attempts to flee!
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
sta
4
k h.seanchan
*Conall* leaves north. ^^
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary > Bash who?
cw
* R HP:Critical MV:Weary > You are already standing.
4
k h.seanchan
* R HP:Critical MV:Weary > They aren't here.
4
k h.seanchan
* R HP:Critical MV:Weary > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary >
4
k h.seanchan
4
k h.seanchan
*Conall* swiftly dodges your attempt to slash him.
* R HP:Critical MV:Weary - Conall: Battered > You do the best you can!
* R HP:Critical MV:Weary - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A burly lumberjack leaves south. VV
b
bash
* R HP:Critical MV:Weary - Conall: Battered >
-=+**+=-
A guard leaves north. ^^
A sailor leaves north. ^^
*Conall* tries to pierce you, but you deflect the blow.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Battered >
cb
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
*Conall* pierces your body.
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!
A guard has arrived from the north.
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
A guard leaves east. >>
* R HP:Beaten MV:Weary > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary > A sailor stops using a torch.
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
*Conall* is here, fighting a guard.
A black dog is here, wagging its tail.
b
bash
* R HP:Beaten MV:Weary >
You try to slash *Conall*, but he deflects the blow.
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Weary - a guard: Scratched - Conall: Battered >
-=+*
*Conall* leaves west. <<
*+=
w
4
k h.seanchan
b
bash
-Cancelled.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Beaten MV:Weary > They aren't here.
* R HP:Beaten MV:Weary > Bash who?
* R HP:Beaten MV:Haggard >
4
k h.seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Haggard >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Haggard > They aren't here.
* R HP:Beaten MV:Haggard > They aren't here.
e
k seanchan
* R HP:Beaten MV:Haggard > They aren't here.
bash
* R HP:Beaten MV:Haggard > Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
You sense a hidden life form in the area...
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A black dog is here, wagging its tail.
* R HP:Beaten MV:Haggard > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Haggard - Conall: Battered >
-=+**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Haggard - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Haggard - Conall: Battered >
Tic in 7 seconds!
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Haggard - Conall: Battered >
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
-=+**
*Conall* barely pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
+=- -
A guard joins your fight!
A guard joins a guard's fight!
A sailor joins a guard's fight!
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he parries successfully.
A guard tries to slash Conall, but he dodges the attack.
*Conall* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 65.792 seconds.
cw
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Critical MV:Weary > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Critical MV:Weary >
e
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A black dog is here, wagging its tail.
*Conall* panics, and attempts to flee!
k seanchan
* R HP:Critical MV:Weary >
k seanchan
You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered > You do the best you can!
*Conall* leaves south. VV
k seanchan
* R HP:Critical MV:Weary >
They aren't here.
* R HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary >
dismount
n
You stop riding him.
* HP:Critical MV:Weary >
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Weary > They aren't here.
sc
* HP:Critical MV:Weary >
You have 52(404) hit and 33(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Weary >
They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > You try to slash *Conall*, but he dodges the attack.
cb
k seanchan
* HP:Critical MV:Weary - Conall: Battered >
bash
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Weary - Conall: Battered > You do the best you can!
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
A guard joins your fight!
You try to slash *Conall*, but he parries successfully.
*Conall* panics, and attempts to flee!
-=+*
*Conall* leaves south. VV
*+
k seanchan
k seanchan=-
k seanchan
Cancelled.
They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Weary >
k seanchan
You try to slash *Conall*, but he parries successfully.
* HP:Critical MV:Weary - Conall: Battered > You do the best you can!
k seanchan
* HP:Critical MV:Weary - Conall: Battered > They aren't here.
bash
* HP:Critical MV:Weary - Conall: Battered > A guard has arrived from the south.
A sailor has arrived from the south.
A guard has arrived from the south.
You do the best you can!
* HP:Critical MV:Weary - Conall: Battered > -=+*
*Conall* tries to pierce you, but you parry successfully.
A guard leaves south. VV
A guard has arrived from the south.
*+=-
*Conall* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
-
=
A guard joins your fight!
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
*Conall* tries to pierce you, but you parry successfully.
sta
* HP:Critical MV:Weary - Conall: Battered >
b
bash
*Conall* tries to pierce you, but you parry successfully.
Do you not consider fighting as standing?
* HP:Critical MV:Weary - Conall: Battered >
-
A guard tries to slash Conall, but he parries successfully.
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
n
4
k h.seanchan
* HP:Critical MV:Weary >
b
bash
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary > You try to slash *Conall*, but he deflects the blow.
* HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
-
*Conall* pierces a guard's head very hard.
=
*Conall* panics, and attempts to flee!
+
*Conall* pierces a guard's body extremely hard.
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
A guard tries to slash Conall, but he parries successfully.
**+=-
*Conall* panics, and attempts to flee!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Weary - a guard: Hurt - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
A guard slashes Conall's right leg very hard.
* HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
*Conall* leaves south. VV
sta
* HP:Critical MV:Weary >
4
k h.seanchan
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
Do you not consider fighting as standing?
* HP:Critical MV:Weary - Conall: Battered >
You do the best you can!
* HP:Critical MV:Weary - Conall: Battered >
cw
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
A guard joins your fight!
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
f
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
n
* HP:Critical MV:Weary - Conall: Battered > *Conall* tries to pierce you, but you parry
successfully.
PANIC! You couldn't escape!
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
* HP:Critical MV:Weary - Conall: Battered >
f
PANIC! You couldn't escape!
* HP:Critical MV:Weary - Conall: Battered >
cw
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
l
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
*Conall* is here, fighting YOU!
A guard is here, fighting Conall.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
f
* HP:Critical MV:Weary - Conall: Battered >
w
PANIC! You couldn't escape!
s
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
f
* HP:Critical MV:Weary - Conall: Battered >
w
s
You panic and attempt to flee!
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A black dog is here, wagging its tail.
A sailor is here.
* HP:Critical MV:Haggard > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Haggard >
sc
Tic in 7 seconds!
You have 34(404) hit and 19(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Haggard >
gv
qv
An itinerant peddler stops using a lantern.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.383 seconds.
[get fluid pack]
You get a thin vial of yellow fluid from a backpack.
* HP:Critical MV:Weary > [quaff vial]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
* HP:Critical MV:Winded >
sc
You have 45(404) hit and 66(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
*Conall* is here, fighting a sailor.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
*Conall* has arrived from the north.
* HP:Critical MV:Winded >
*Conall* tries to pierce you, but you deflect the blow.
c
k seanchan
* HP:Critical MV:Winded - Conall: Battered >
You do the best you can!
* HP:Critical MV:Winded - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
You try to slash *Conall*, but he parries successfully.
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
s
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A sailor is here.
A black dog is here, wagging its tail.
Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Winded >
cb
4
k h.seanchan
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
b
bash
* HP:Critical MV:Winded > *Conall* pierces a guard's left arm into bloody fragments!
A bartender joins a guard's fight!
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
Jake Ripper tries to pierce Conall, but he deflects the blow.
*Conall* swiftly dodges your attempt to slash him.
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Scratched - Conall: Battered >
-=+*
*Conall* panics, and attempts to flee!
*+=-
Conall swiftly dodges a bartender's attempt to hit him.
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
*Conall* pierces a guard's body extremely hard.
Jake Ripper tries to pierce Conall, but he deflects the blow.
Conall swiftly dodges a guard's attempt to slash him.
A guard tries to slash Conall, but he dodges the attack.
-
*Conall* panics, and attempts to flee!
=
Jake Ripper tries to pierce Conall, but he deflects the blow.
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
sta
cw
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
A bartender tries to hit Conall, but he dodges the attack.
Conall swiftly dodges Jake Ripper's attempt to pierce him.
A guard tries to slash Conall, but he deflects the blow.
A guard slashes Conall's left leg very hard.
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
Do you not consider fighting as standing?
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
Jake Ripper tries to pierce Conall, but he parries successfully.
k seanchan
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
You do the best you can!
*Conall* leaves north. ^^
*Conall* has arrived from the north.
* HP:Critical MV:Winded >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
* HP:Critical MV:Winded - Conall: Battered >
Jake Ripper pierces Conall's left arm.
A guard tries to slash Conall, but he parries successfully.
A guard tries to slash Conall, but he parries successfully.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he parries successfully.
A guard barely slashes Conall's body.
You slash *Conall*'s body extremely hard.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Conall swiftly dodges Jake Ripper's attempt to pierce him.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard slashes Conall's body hard.
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
Conall swiftly dodges Jake Ripper's attempt to pierce him.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper pierces Conall's body.
A guard tries to slash Conall, but he deflects the blow.
A guard slashes Conall's left leg extremely hard.
*Conall* panics, and attempts to flee!
You slash *Conall*'s body very hard.
*Conall* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
s
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A sailor is here.
A black dog is here, wagging its tail.
4
k h.seanchan
* HP:Critical MV:Tiring > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender serves customers with a greedy smile.
b
bash
* HP:Critical MV:Tiring > You try to slash *Conall*, but he deflects the blow.
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Beaten >
-
*Conall* pierces a guard's left arm very hard.
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
=
*Conall* panics, and attempts to flee!
+*
Jake Ripper tries to pierce Conall, but he deflects the blow.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard slashes Conall's body hard.
A guard tries to slash Conall, but he deflects the blow.
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Critical >
sta
*Conall* leaves north. ^^
* HP:Critical MV:Tiring >
cz
4
k h.seanchan
You are already standing.
* HP:Critical MV:Tiring > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* HP:Critical MV:Tiring > They aren't here.
scan n
* HP:Critical MV:Tiring >
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A sailor is here.
sc
* HP:Critical MV:Tiring >
You have 44(404) hit and 99(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
n
4
k h.seanchan
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A sailor is here.
* HP:Critical MV:Tiring >
They aren't here.
* HP:Critical MV:Tiring >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
* HP:Critical MV:Tiring >
They aren't here.
* HP:Critical MV:Tiring >
r
sc
[ride horse]
You start riding him.
* R HP:Critical MV:Tiring > You have 44(404) hit and 91(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Critical MV:Tiring >
w
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
* R HP:Critical MV:Tiring >
c
k seanchan
They aren't here.
Tic in 7 seconds!
* R HP:Critical MV:Tiring >
w
4
k h.seanchan
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
*Conall* is here, fighting a sailor.
* R HP:Critical MV:Tiring >
You slash *Conall*'s head into bloody fragments!
*Conall* is mortally wounded, and will die soon, if not aided.
* R HP:Critical MV:Tiring - Conall: Critical >
You slash *Conall*'s body into bloody fragments!
*Conall* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Conall*'s death cry.
A sailor leaves south. VV
4
k h.seanchan
* R HP:Critical MV:Tiring >
They aren't here.
* R HP:Critical MV:Strong >
sc1
remove sword
draw dagger
scalp 1.corpse
sheath dagger
wield sword
You stop using an ivory and gold-hilted longsword.
* R HP:Critical MV:Strong > You try to quietly draw a dagger from a pure white cloak bearing a
golden sunburst.
* R HP:Critical MV:Strong > You lean over and sever the bloody head from the corpse of Conall.
* R HP:Critical MV:Strong > You sheath a dagger into a pure white cloak bearing a golden sunburst.
* R HP:Critical MV:Strong > You wield an ivory and gold-hilted longsword.
* R HP:Critical MV:Strong >
lc
[l in corpse]
corpse (here) :
a black pair of silver-tooled boots
a pair of earthen colored breeches
a belt with a buckle of cuendillar
a sharp, red stone dagger
a silver etched shield
a silver Kandori wristcuff
a jeweled wristcuff
a pair of dark gloves
a set of cloth sleeves
a backpack
a surcoat with exquisite embroidery
a bearskin tunic
[2] a small silver amulet engraved with ravens
a camouflaged hood
[2] a gold ring
a brass storm lantern
* R HP:Critical MV:Strong >
put all pack
You put the severed head of Conall the Seanchan slain in Tarabon in a backpack.
cb
cb
cb
cb
[change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
You try to calm down, but can't.
* HP:Critical MV:Winded > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
cb
cb
* HP:Critical MV:Winded >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Winded > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
sc
* HP:Critical MV:Winded >
You have 31(404) hit and 75(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
*Conall* is standing here.
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
scan n
A black dog is here, wagging its tail.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
whe
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Winded >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
where
Players in your Zone
--------------------
Atkins - Broken Boar
k seanchan
k seanchan
* HP:Critical MV:Winded >
Tic in 7 seconds!
They aren't here.
Conall tells you 'lol 5 hps'
k seanchan
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded >
rep yeah thought I had you, 17 hps here
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 64.924 seconds.
You reply to Conall 'yeah thought I had you, 17 hps here' <--- a lie :P
* HP:Critical MV:Tiring >
sca nn
You don't see that here.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
Tolza was seen at A Small Stone Chamber
* HP:Critical MV:Tiring >
scan n
*Conall* is standing here.
* HP:Critical MV:Tiring >
scan n
*Conall* is standing here.
* HP:Critical MV:Tiring >
sc
You have 44(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
Tolza was seen at A Small Stone Chamber
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
whe
* HP:Critical MV:Tiring >
Players in your Zone
--------------------
Atkins - Broken Boar
* HP:Critical MV:Tiring >
sc
You have 44(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
scan n
scan n
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
* HP:Critical MV:Tiring >
sc
You have 58(404) hit and 92(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
scan n
* HP:Critical MV:Tiring >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Tiring >
n
4
k h.seanchan
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey has arrived from the south.
r
* HP:Critical MV:Tiring > They aren't here.
* HP:Critical MV:Tiring > [ride horse]
A gray palfrey stops following you.
You start riding him.
* R HP:Critical MV:Tiring >
w
k seanchan
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
A tall guard stands here proudly.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Tiring > They aren't here.
* R HP:Critical MV:Tiring >
w
k seanchan
bash
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Critical MV:Tiring > You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Tiring - Conall: Critical >
-=+**+=-
*Conall* panics, and attempts to flee!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* panics, and attempts to flee!
Tic in 7 seconds!
* R HP:Critical MV:Tiring - Conall: Critical >
*Conall* leaves east. >>
* R HP:Critical MV:Tiring >
sta
e
4
k h.seanchan
b
bash
You are already standing.
*Conall* leaves west. <<
* R HP:Critical MV:Tiring > Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
A tall guard stands here proudly.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Tiring > They aren't here.
* R HP:Critical MV:Tiring > Bash who?
* R HP:Critical MV:Tiring >
w
w
Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A gray palfrey prances skittishly nearby, being ridden by you.
4
k h.seanchan
b
bash
* R HP:Critical MV:Winded > Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
w
Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A huge grizzly bear is here standing on its haunches.
A burly lumberjack swings his axe here.
w
* R HP:Critical MV:Winded >
4
k h.seanchan
Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A squirrel is here, chittering.
A green woodpecker is high up a tree, tapping away.
A panther stalks through the wilderness.
b
bash
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
w
w
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A panther stalks through the wilderness.
A huge grizzly bear is here standing on its haunches.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
4
k h.seanchan
* R HP:Critical MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving down. dd
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
b
bash
* R HP:Critical MV:Winded > They aren't here.
* R HP:Critical MV:Winded > Bash who?
* R HP:Critical MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
dh
diagnose horse
A gray palfrey is in excellent condition.
A gray palfrey is healthy.
A gray palfrey is fresh.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
whe
* R HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
k seanchan
k seanchan
They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
k seanchan
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Tiring - Conall: Critical >
bash
-
*Conall* tries to pierce you, but you deflect the blow.
=+
*Conall* panics, and attempts to flee!
**+
*Conall* leaves down. DD
=-
c
k seanchan-=
They're not here anymore!
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
sc
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
You have 72(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
sc
You have 86(404) hit and 85(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
c
k seanchan
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
whe
* R HP:Beaten MV:Tiring > Players in your Zone
--------------------
Atkins - Darkwood
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
Tic in 7 seconds!
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
You try to slash *Conall*, but he parries successfully.
c
k seanchan
* R HP:Beaten MV:Tiring - Conall: Critical >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he deflects the blow.
c
k seanchan
* R HP:Beaten MV:Tiring - Conall: Critical > You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Critical > You do the best you can!
b
bash
* R HP:Beaten MV:Tiring - Conall: Critical >
-
*Conall* panics, and attempts to flee!
=+**
*Conall* leaves down. DD
+=
c
k seanchan-
c
k seanchan
-Cancelled.
They aren't here.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten > You try to slash *Conall*, but he deflects the blow.
You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* panics, and attempts to flee!
cdd
close d
b
bash
* R HP:Beaten MV:Tiring - Conall: Beaten >
I see no d here.
*Conall* leaves west. <<
* R HP:Beaten MV:Tiring > Bash who?
* R HP:Beaten MV:Tiring >
w
4
k h.seanchan
b
bash
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
w
* R HP:Beaten MV:Tiring >
4
k h.seanchan
b
bash
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
* R HP:Beaten MV:Tiring >
w
4
k h.seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A dun snake is here, hissing sharply.
A raven has arrived from the east.
b
bash
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
-=+**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Tiring - Conall: Beaten >
sta
4
k h.seanchan
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten > Do you not consider fighting as standing?
* R HP:Beaten MV:Tiring - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Tiring - Conall: Beaten >
-
*Conall* panics, and attempts to flee!
=+*
*Conall* tries to pierce you, but you parry successfully.
*Conall* leaves east. >>
e*+
4
k h.seanchan
b
bash
=Cancelled.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Tiring > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Tiring - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*Conall* panics, and attempts to flee!
*+=
*Conall* leaves north. ^^
-
n
4
k h.seanchan -=
They're not here anymore!
b
bash
* R HP:Beaten MV:Tiring > Ebon Bark
A low wailing sound, of some miserable beast, wafts between the hushed pine
trees. A noisy carpet of pine needles litter the forest floor and appear to
make the ground bleed black blood.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A towering chokevine stands here, quivering.
A towering chokevine stands here, quivering.
A raven has arrived from the south.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring > Bash who?
w
* R HP:Beaten MV:Tiring >
4
k h.seanchan
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Tiring > They aren't here.
* R HP:Beaten MV:Tiring >
s
4
k h.seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
b
bash
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
e
* R HP:Beaten MV:Winded - Conall: Beaten >
4
k h.seanchan
Cancelled.
*Conall* tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!
b
bash
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
-
*Conall* panics, and attempts to flee!
=+**
*Conall* leaves east. >>
+
e
4
k h.seanchan=-
b
bash
Cancelled.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* leaves east. >>
* R HP:Beaten MV:Winded >
sta
e
4
k h.seanchan
b
bash
You are already standing.
* R HP:Beaten MV:Winded > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
*Conall* has arrived from the east.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* panics, and attempts to flee!
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
*Conall* leaves east. >>
* R HP:Beaten MV:Winded >
sta
e
4
k h.seanchan
b
bash
You are already standing.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
e
* R HP:Beaten MV:Winded > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Winded > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A huge grizzly bear is here standing on its haunches.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
w
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
w
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
w
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten > They aren't here.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
You try to slash *Conall*, but he parries successfully.
Tic in 7 seconds!
bash
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
*Conall* panics, and attempts to flee!
-=+**+=
The Cairhien alarm bell sounds loudly in the distance.
-
*Conall* leaves north. ^^
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
n
k seanchan
bash
* R HP:Battered MV:Winded - Conall: Beaten >
No way! You're fighting for your life!
* R HP:Battered MV:Winded - Conall: Beaten > They aren't here.
* R HP:Battered MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Battered MV:Winded >
*Conall* pierces your left leg hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
sta
* R HP:Beaten MV:Winded >
You are already standing.
* R HP:Beaten MV:Winded >
s
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A raven is visible flying high in the sky.
A dun snake is here, hissing sharply.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* pierces your body.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
Bash who?
* R HP:Beaten MV:Winded >
s
4
k h.seanchan
b
bash
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A raven is visible flying high in the sky.
A dun snake is here, hissing sharply.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
-=+**+=- -
=
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=- -
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
'puckered up on that one :P
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Winded - Conall: Beaten > You say 'puckered up on that one :P'
* R HP:Beaten MV:Winded - Conall: Beaten >
-
*Conall* leaves east. >>
sta=
+Cancelled.
You are already standing.
e
4
k h.seanchan
* R HP:Beaten MV:Winded >
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
-=+*
*Conall* panics, and attempts to flee!
*+=-
*Conall* leaves east. >>
e-=
They're not here anymore!
4
k h.seanchan
b
bash
* R HP:Beaten MV:Winded >
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**+
*Conall* tries to pierce you, but you deflect the blow.
=- -
*Conall* tries to pierce you, but you parry successfully.
=
Your bash at *Conall* sends him sprawling!
* R HP:Beaten MV:Winded - Conall: Beaten >
remove shield
You stop using a silver etched shield.
You grip an ivory and gold-hilted longsword with both hands.
* R HP:Beaten MV:Winded - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
* R HP:Beaten MV:Winded - Conall: Beaten >
You slash *Conall*'s body into bloody fragments!
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Winded - Conall: Critical >
wear shield
You shift an ivory and gold-hilted longsword to one hand.
You strap a silver etched shield on your arm becoming very impressive.
b
bash
* R HP:Beaten MV:Winded - Conall: Critical >
-
*Conall* panics, and attempts to flee!
=+**+=-
*Conall* leaves west. <<
w-=
They're not here anymore!
4
k h.seanchan
* R HP:Beaten MV:Winded >
b
bash
The Cairhien alarm bell sounds loudly in the distance.
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
4
k h.seanchan
e
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Winded > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
w
* R HP:Beaten MV:Winded >
4
k h.seanchan
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the east.
4
k h.seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
Ebon Bark
Dense stands of pine trees, so dark green as to appear ebony, pack the
corner of the lowland bottom. The pines continue to the east and north
while steep rocky walls climb to the west and south.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A raven has arrived from the east.
* R HP:Beaten MV:Winded > They aren't here.
w
k seanchan
* R HP:Beaten MV:Winded >
Alas, you cannot go that way...
* R HP:Beaten MV:Winded > They aren't here.
n
e
* R HP:Beaten MV:Winded >
Ebon Bark
The pine forest is locked in a terror-stricken gagged silence. A stream of
water pours down a muddy ridge wall to the west. The creek rushes between
towering green pines and disappears under a carpet of black pine needles.
[ obvious exits: E S ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of a ridden mount leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
A raven has arrived from the south.
k seanchan
* R HP:Beaten MV:Winded > Ebon Bark
A low wailing sound, of some miserable beast, wafts between the hushed pine
trees. A noisy carpet of pine needles litter the forest floor and appear to
make the ground bleed black blood.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A towering chokevine stands here, quivering.
A towering chokevine stands here, quivering.
A raven has arrived from the west.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
s
e
Ebon Bark
A small trail winds down to the bottom of a ravine under tightly spaced,
dark green pines. The air is deathly silent within the shallow valley to
the north, east and west. All traces of animal life have vanished from the
area in silent warning.
[ obvious exits: N E W ]
Zone: Darkwood
Door up: darkpath
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
* R HP:Beaten MV:Weary > Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the west.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
n
They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Weary > They aren't here.
Tic in 7 seconds!
* R HP:Beaten MV:Weary > Ebon Bark
A small clearing opens between a ring of tall black pines. A mound of twigs
and dried flesh is strewn around a smooth boulder within the clearing.
Cloven hoof prints litter the clearing and wander down paths to the west.
[ obvious exits: E S W ]
Zone: Darkwood
Door east: skulldoor
There are some bloody traces of a seanchan leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of a ridden mount leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A dun snake is here, hissing sharply.
A dun snake is here, hissing sharply.
* R HP:Beaten MV:Weary > They aren't here.
* R HP:Beaten MV:Weary > They aren't here.
s
* R HP:Beaten MV:Weary >
e
Ebon Bark
Slick muddy hills surround the corner of a black pine forest that extends
to the north and west. A hushed silence dominates the pine trees where bird
and beast has fled the dark green prison.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A massive boar stares with malignant, intelligent eyes.
A dun snake is here, hissing sharply.
A raven has arrived from the north.
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A wild stallion bucks madly.
A raven has arrived from the west.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.789 seconds.
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
sc
* R HP:Battered MV:Winded >
You have 131(404) hit and 59(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
k seanchan
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
k seanchan
* R HP:Battered MV:Winded >
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
k seanchan
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded >
They aren't here.
sc
* R HP:Battered MV:Winded >
You have 131(404) hit and 59(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Battered MV:Winded >
d
k seanchan
bash
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > Bash who?
* R HP:Battered MV:Winded >
k seanchan
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > They aren't here.
scan s
* R HP:Battered MV:Winded >
Your eyesight is not so keen.
c
k seanchan
c
k seanchan
* R HP:Battered MV:Winded >
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
c
k seanchan
* R HP:Battered MV:Winded >
c
k seanchan
They aren't here.
* R HP:Battered MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Winded - Conall: Critical >
b
bash
-
*Conall* tries to pierce you, but you deflect the blow.
=
*Conall* panics, and attempts to flee!
+*
*Conall* leaves up. UU
*
u
4
k h.seanchan
b
bash+=
Cancelled.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
You sense a hidden life form in the area...
A raven is visible flying high in the sky.
A wild stallion bucks madly.
* R HP:Battered MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Battered MV:Winded - Conall: Critical >
-
*Conall* tries to pierce you, but you parry successfully.
=+*
*Conall* panics, and attempts to flee!
*+=
*Conall* leaves down. DD
-
d
4
k h.seanchan -
b
bash=
They're not here anymore!
* R HP:Battered MV:Winded > Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Battered MV:Winded > They aren't here.
* R HP:Battered MV:Winded > Bash who?
* R HP:Battered MV:Winded >
c
k seanchan
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Battered MV:Winded > They aren't here.
s
* R HP:Battered MV:Winded > They aren't here.
4
k h.seanchan
* R HP:Battered MV:Winded > Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan fighter glares from behind dark eyes.
A Seanchan invasion commander evaluates his soldier's readiness.
b
bash
* R HP:Battered MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Battered MV:Winded - Conall: Critical >
A Seanchan fighter joins Conall's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan officer stops using a mirrored lantern.
A Seanchan officer joins a Seanchan fighter's fight!
A Seanchan officer lances your body hard.
PANIC! You couldn't escape!
A Seanchan fighter slashes your right leg.
You panic and attempt to flee!
A Seanchan fighter slashes your right arm.
A Seanchan fighter slashes your body.
*Conall* pierces your head hard.
You flee head over heels.
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
Bash who?
* R HP:Beaten MV:Weary >
A Seanchan officer has arrived from the north.
A Seanchan fighter has arrived from the north.
A Seanchan fighter has arrived from the north.
A Seanchan fighter has arrived from the north.
* R HP:Beaten MV:Weary >
n
n
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
b
bash
They aren't here.
* R HP:Beaten MV:Weary > Bash who?
* R HP:Beaten MV:Weary >
u
A Seanchan officer has arrived from the south.
A Seanchan fighter has arrived from the south.
A Seanchan fighter has arrived from the south.
A Seanchan fighter has arrived from the south.
* R HP:Beaten MV:Weary >
4
k h.seanchan
The tangle seems to be closed.
* R HP:Beaten MV:Weary >
You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
s
*Conall* tries to pierce you, but you parry successfully.
A Seanchan fighter joins Conall's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan fighter joins a Seanchan fighter's fight!
A Seanchan officer joins a Seanchan fighter's fight!
You try to slash *Conall*, but he deflects the blow.
*Conall* pierces your left arm hard.
PANIC! You couldn't escape!
* R HP:Beaten MV:Weary - Conall: Beaten > No way! You're fighting for your life!
cw
* R HP:Beaten MV:Weary - Conall: Beaten >
f
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Weary - Conall: Beaten >
You panic and attempt to flee!
You flee head over heels.
Tunnel Beneath Darkwood
Water seeps from above into the tunnel, creating a dank and musty odor. The
uneven dirt floor of the tunnel makes for unsure footing as you travel. To
the north and south, the tunnel continues.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
s
s
s
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary > Alas, you cannot go that way...
* R HP:Beaten MV:Weary >
*Conall* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
You flee head over heels.
Tunnel Beneath Darkwood
The soft dirt floor of the tunnel gives beneath your feet as you walk.
Water drips from the ceiling of the tunnel, leaving muddy puddles teeming
with insects. The dark tunnel continues north and south from here.
[ obvious exits: N S ]
Zone: Darkwood
A gray palfrey prances skittishly nearby, being ridden by you.
open tunnel
* R HP:Beaten MV:Weary >
I see no tunnel here.
s
* R HP:Beaten MV:Weary >
u
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
*Conall* is standing here.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten > No way! You're fighting for your life!
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
cw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Weary - Conall: Beaten >
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten >
open tunnel
Ok.
f
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
You panic and attempt to flee!
Raal narrates 'anyone have 90 pick and decent serach?'
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Burial Den
Green coated swamp waters pour under dead, moss covered trees in the east.
The waters form a deep stream between rising cave-like banks to the north
and south. The banks cut severely into the ground forming deep depressions
where shadowy movement flickers within.
[ obvious exits: E S W ]
Zone: Darkwood
Door east: tunnel
Door up: underlog
There are some tracks of an undead leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving south. vv
There are some tracks of an undead leaving west. <<
A mushroom grows here.
A gray palfrey prances skittishly nearby, being ridden by you.
A shaggy wolfish creature darts through the shadows.
* R HP:Beaten MV:Weary >
A vernarsh tries to hit you, but you parry successfully.
* R HP:Beaten MV:Weary - a vernarsh: Scratched >
e
You slash a vernarsh's body into bloody fragments!
You swiftly dodge a vernarsh's attempt to hit you.
No way! You're fighting for your life!
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* tries to pierce you, but you deflect the blow.
l
* R HP:Beaten MV:Weary - a vernarsh: Wounded >
*Conall* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
A vernarsh tries to hit you, but you parry successfully.
You flee head over heels.
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary >
The tunnel closes quietly. <-!
s
* R HP:Beaten MV:Weary >
Alas, you cannot go that way...
u
* R HP:Beaten MV:Weary >
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving east. >>
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Weary >
e
Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
A large swarm of mosquitoes is buzzing around your head.
* R HP:Beaten MV:Weary >
A beaver leaves west. <<
The large swarm of mosquitoes leaves east. >>
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 64.517 seconds.
cb
* R HP:Beaten MV:Winded >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded >
w
k seanchan
k seanchan
Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
sc
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > You have 85(404) hit and 54(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
The Cairhien alarm bell sounds loudly in the distance.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
d
u
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > Tunnel Beneath Darkwood
Large rocks are set into the damp, dirt walls of this narrow tunnel. Vermin
and scurry along the ground, and insects burrow into the dirt as you pass.
The tunnel extends north into darkness.
[ obvious exits: N W U ]
Zone: Darkwood
Door west: tunnel
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded > Crane Bottom
A tall, natural rock wall climbs sharply in the north. Slime covered swamp
water slowly swirls around the base of the wall and into the south and
west. Large cranes swoop and dive into the surrounding waters searching
for a tasty fish dinner to eat. A large, flat rock can be seen in the
shallow waters.
[ obvious exits: E S W D ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving down. dd
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a ridden mount leaving down. dd
A gray palfrey prances skittishly nearby, being ridden by you.
A beaver is here, gnawing at trees.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
Players in your Zone
--------------------
Atkins - Crane Bottom
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
k seanchan
Players in your Zone
--------------------
Atkins - Crane Bottom
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
where
Players in your Zone
--------------------
Atkins - Crane Bottom
* R HP:Beaten MV:Winded >
sc
You have 85(404) hit and 52(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
e
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Crane Bottom
Marsh waters slowly drain southward along the base of a rising hill in the
north. Swamp moss droops listlessly into the liquid surface where fish
occasionally reverberate the surrounding air in thunderous crash.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of a ridden mount leaving west. <<
There are some tracks of an animal leaving west. <<
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded >
e
e
Crane Bottom
Tall trees climb up from the swampy waters to shadow the ground in eternal
twilight. Soft calls from swamp birds echo around tall swamp plants.
Sudden splashing within the green, stagnant marsh water startles tall,
white cranes filling the air with their angry retort.
[ obvious exits: E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving east. >>
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A large swarm of mosquitoes is buzzing around your head.
notice
* R HP:Beaten MV:Winded > Crane Bottom
A wide marshland spreads around the base of a gently rising hill to the
north. The marsh is fed from creeks that drain from a rushing river to the
east. The marsh continues to open into the south and west.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a human leaving north. ^^
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
There are some tracks of an animal leaving south. vv
A gray palfrey prances skittishly nearby, being ridden by you.
A raccoon sniffs the ground for food.
n
* R HP:Beaten MV:Winded > You stop paying increased attention to your surroundings.
n
* R HP:Beaten MV:Winded > Forbidden Grounds
The forest descends rapidly, to the south, into a wide marshy bottom. To
the north, the forest grows very quiet in a deathlike silence. The forest
ends to the east along a bridge-spanned riverbank.
[ obvious exits: N E S ]
Zone: Darkwood
There are some bloody traces of a human leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded > Forbidden Grounds
The forest ends, to the west, with a barrier of closed branches and bushes
bound together with sticky, silken strands. Soft clicking makes rhythmic
patterns through intoxicating, pungent aromas that waft through trees. A
small opening, under the webbing, can be seen at the base of the tree roots.
[ obvious exits: N E S D ]
Zone: Darkwood
Door down: webbing
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a human leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
* R HP:Beaten MV:Winded >
n
w
n
Dark Trails
Tall oaks and hardwoods extend to enormous heights along the ancient forest
edge. Large clearings have been cut into the forest to provide timber for
the thriving lake town. Wide man-made paths wind further into the depths of
the forest where the timber has been drawn out of the woody interior.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a human leaving north. ^^
There are some bloody traces of a seanchan leaving north. ^^
There are some tracks of a ridden mount leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
A panther stalks through the wilderness.
w
* R HP:Beaten MV:Winded >
w
Dark Trails
The forest grows quiet along this corner of the tall oak trees. Large dark
mosses hang from trees to the south and west. The green moss totally blocks
vision in those directions. Cool forest breezes waft through the leaves
from the north and east.
[ obvious exits: N E ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving east. >>
There are some tracks of a humanoid leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A panther stalks through the wilderness.
A cute brown deer eyes you nervously.
A squirrel is here, chittering.
* R HP:Beaten MV:Winded > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Winded > Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A gray palfrey prances skittishly nearby, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A gray palfrey prances skittishly nearby, being ridden by you.
A raven is visible flying high in the sky.
A wild stallion bucks madly.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
dism
You stop riding him.
5
* HP:Beaten MV:Winded >
[ride 2.horse]
You start riding him.
* R HP:Beaten MV:Winded >
not
c
k seanchan
You start paying increased attention to your surroundings.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
cdd
close d
I see no d here.
* R HP:Beaten MV:Winded >
resetqueue
(wotmudmapper): Queue reset. 6 command(s) was/were removed.
cdd
close path d
c
k seanchan
Ok.
*Conall* has arrived from the east.
c
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Winded - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
You try to slash *Conall*, but he parries successfully.
b
bash
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**+=-
*Conall* tries to pierce you, but you deflect the blow.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* opens the path.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
Tic in 7 seconds!*+=
*Conall* tries to pierce you, but you parry successfully.
- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+**
*Conall* pierces your body.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
The Cairhien alarm bell sounds loudly in the distance.
The sun sets.
Tic length updated to: 66.165 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
* R HP:Beaten MV:Winded >
u
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
*Conall* pierces your left leg.
You panic and attempt to flee!
b
bash
You try to slash *Conall*, but he deflects the blow.
*Conall* pierces your body hard.
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A panther stalks through the wilderness.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
w
4
k h.seanchan
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
b
bash
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
cdd
close d
* R HP:Beaten MV:Winded >
I see no d here.
* R HP:Beaten MV:Winded >
c
k seanchan
c
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
c
k seanchan
* R HP:Beaten MV:Winded >
c
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
alias 12 close path
c
k seanchan
Ok.
c
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
You do the best you can!
* R HP:Beaten MV:Winded - Conall: Beaten >
b
bash
-=+**
*Conall* tries to pierce you, but you parry successfully.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Beaten >
12
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Winded - Conall: Beaten >
[close path]
Ok.
* R HP:Beaten MV:Winded - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you deflect the blow.
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
*Conall* opens the path.
*+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded >
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Beaten >
cw
*Conall* pierces your left foot.
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!
12
u
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Winded > [close path]
I see no path here.
* R HP:Beaten MV:Winded > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving east. >>
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
* R HP:Beaten MV:Winded >
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
4
k h.seanchan
b
bash
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
The path closes quietly.
* R HP:Beaten MV:Winded >
4
k h.seanchan
b
bash
They aren't here.
* R HP:Beaten MV:Winded > Bash who?
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
* R HP:Beaten MV:Weary >
k seanchan
k seanchan
They aren't here.
The path is opened from the other side.
l
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
*Conall* is standing here.
A wild stallion bucks madly, being ridden by you.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
k seanchan
* R HP:Beaten MV:Weary >
k seanchan
*Conall* tries to pierce you, but you deflect the blow.
bash
* R HP:Beaten MV:Weary - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten >
-=
*Conall* tries to pierce you, but you deflect the blow.
+**
*Conall* tries to pierce you, but you parry successfully.
+=- -
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Beaten >
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Beaten >
bash
*Conall* pierces your right leg.
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!
u
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
Bash who?
* R HP:Beaten MV:Weary > Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Beaten >
k seanchan
bash
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
You do the best you can!
* R HP:Beaten MV:Weary - Conall: Beaten >
-=+**+
=-
*Conall* pierces your head.
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!
u
k seanchan
bash
You flee head over heels.
Tunnel Beneath Darkwood
A dark, narrow tunnel extends to the south. Tangled roots reach through the
ground above and scratch at those who pass. Water seepage ensures that the
dirt walls and floor of the tunnel are perpetually soggy, and that the air
is thick with a musty odor.
[ obvious exits: S U ]
Zone: Darkwood
Door up: tangle
A wild stallion bucks madly, being ridden by you.
Darkwood
The overgrown path winds along the base of a ridge heading south and east.
The path widens at infrequent intervals, showing signs of past use. Under
the ridge to the west and north the forest grows close and dark.
A crack in the path is curiously formed into an almost perfect square.
[ obvious exits: E S W D ]
Zone: Darkwood
Door down: path
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving down. dd
There are some bloody traces of a seanchan leaving west. <<
A wild stallion bucks madly, being ridden by you.
*Conall* is standing here.
A gray palfrey prances skittishly nearby.
A raven is visible flying high in the sky.
* R HP:Beaten MV:Weary > *Conall* swiftly dodges your attempt to slash him.
* R HP:Beaten MV:Weary - Conall: Beaten >
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
bash
e
e
*Conall* tries to pierce you, but you parry successfully.
You flee head over heels.
Dark Trails
Hunting trails spread along an open, green hardwood forest to the east. The
trails dwindle into a singular, overgrown path that runs along the base of
a westward ridge. Warbling bird calls echo around the green forest giants.
[ obvious exits: N E W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A green woodpecker is here flying around.
A squirrel is here, chittering.
A huge grizzly bear is here standing on its haunches.
Bash who?
Tic in 7 seconds!
* R HP:Critical MV:Weary > Dark Trails
Tracks of small game bound across the small hills within the oak forest.
The forest trails wind along the bases of the tall trees. The forest is
regularly timbered allowing sunlight to pour through the overhanging limbs.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving south. vv
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a seanchan leaving north. ^^
There are some bloody traces of a human leaving west. <<
A wild stallion bucks madly, being ridden by you.
A panther stalks through the wilderness.
A burly lumberjack swings his axe here.
A burly lumberjack swings his axe here.
* R HP:Critical MV:Weary > Dark Trails
The hardwood forest opens into a large clearing to the east. The clearing
lies before a town perched upon a great lake. Sunlight pours into the
clearing, from blue skies, and mountains climb into the eastern horizon.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving north. ^^
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
A cute brown deer eyes you nervously.
A panther stalks through the wilderness.
A panther stalks through the wilderness.
A huge grizzly bear is here standing on its haunches.
* R HP:Critical MV:Weary >
e
e
Before Touchan
A wholesome forest rises to the west in a green canopy. The forest has been
cleared far away from a wide peer extending to a lake town in the east.
The lake town bustles with fishing boats along its perimeter. A small path
winds up to a small hill where a graveyard overlooks the blue mountain bay.
[ obvious exits: N E S W ]
Zone: Darkwood
There are some bloody traces of a seanchan leaving west. <<
There are some bloody traces of a human leaving east. >>
There are some bloody traces of a seanchan leaving east. >>
There are some tracks of a ridden mount leaving west. <<
A wild stallion bucks madly, being ridden by you.
* R HP:Critical MV:Weary > Touchan Pier
A wooden walkway is roped between massive wooden posts upon the western bank
and eastern platform. The walkway ascends from the western bank to a massive
wooden platform jutting into an enormous lake. A lake town, sheltered upon
the protective body of the lake, is built upon the platform where town folk
jostle about in their daily lives.
[ obvious exits: E W D ]
Zone: Darkwood
A one person canoe rests on the ground. [2]
A wild stallion bucks madly, being ridden by you.
A tall guard stands here proudly.
* R HP:Critical MV:Weary >
notice
You stop paying increased attention to your surroundings.
k seanchan
k seanchan
* R HP:Critical MV:Weary >
The night has begun.
Tic length updated to: 62.85 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
They aren't here.
cw
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded >
sc
You have 63(404) hit and 49(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
They aren't here.
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
k seanchan
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
where
* R HP:Beaten MV:Winded >
Players in your Zone
--------------------
Atkins - Touchan Pier
k seanchan
k seanchan
* R HP:Beaten MV:Winded >
They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
notice
k seanchan
* R HP:Beaten MV:Winded >
k seanchan
You start paying increased attention to your surroundings.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > They aren't here.
k seanchan
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
where
* R HP:Beaten MV:Winded - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Winded - Conall: Battered >
Players in your Zone
--------------------
Atkins - Touchan Pier
bash
* R HP:Beaten MV:Winded - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
A guard joins your fight!
You try to slash *Conall*, but he parries successfully.
-=+*
*Conall* tries to pierce you, but you parry successfully.
*+=- -
A guard tries to slash Conall, but he parries successfully.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
cw
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered >
f
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Beaten MV:Winded - Conall: Battered >
You panic and attempt to flee!
You flee head over heels.
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A burly lumberjack swings his axe here.
* R HP:Beaten MV:Weary >
e
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A sailor is here.
* R HP:Beaten MV:Weary >
e
*Conall* has arrived from the west.
* R HP:Beaten MV:Weary >
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Beaten MV:Weary >
w
*Conall* has arrived from the west.
* R HP:Beaten MV:Weary >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered > No way! You're fighting for your life!
* R HP:Beaten MV:Weary - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A sailor stops using a torch.
A sailor joins your fight!
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Battered >
cb
b
bash
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Weary - Conall: Battered >
-=+*
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you parry successfully.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
b
bash
A burly lumberjack has arrived from the south.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you deflect the blow.
A burly lumberjack joins your fight!
* R HP:Beaten MV:Weary - Conall: Battered >
-=+*
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you deflect the blow.
*+=-
*Conall* pierces your head.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You can't ride in there.
* R HP:Beaten MV:Weary - Conall: Battered >
b
bash
A burly lumberjack tries to cleave Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
A sailor tries to hit Conall, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
-=+**+=- -
A burly lumberjack tries to cleave Conall, but he dodges the attack.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Battered >
b
bash
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* panics, and attempts to flee!
-=+
*Conall* leaves west. <<
**+
4
k h.seanchan=-
Cancelled.
You try to slash *Conall*, but he dodges the attack.
w
* R HP:Beaten MV:Weary - Conall: Battered >
4
k h.seanchan
No way! You're fighting for your life!
b
bash
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* panics, and attempts to flee!
-=+*
*Conall* leaves south. VV
4
k h.seanchan*+
4
k h.seanchan
=Cancelled.
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
4
k h.seanchan
* R HP:Beaten MV:Weary - Conall: Battered >
You do the best you can!
b
bash
* R HP:Beaten MV:Weary - Conall: Battered >
A guard has arrived from the north.
A guard tries to slash Conall, but he deflects the blow.
A sailor joins a guard's fight!
A burly lumberjack joins a guard's fight!
-=+
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
*
Tic in 7 seconds!*+
*Conall* tries to pierce you, but you deflect the blow.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
A burly lumberjack tries to cleave Conall, but he dodges the attack.
Conall swiftly dodges a sailor's attempt to hit him.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered >
sta
4
k h.seanchan
b
bash
Do you not consider fighting as standing?
* R HP:Beaten MV:Weary - Conall: Battered > You do the best you can!
* R HP:Beaten MV:Weary - Conall: Battered >
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=
*Conall* tries to pierce you, but you deflect the blow.
- -
=
You try to slash *Conall*, but he deflects the blow.
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
Conall swiftly dodges a sailor's attempt to hit him.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 65.639 seconds.
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
b
bash
*Conall* tries to pierce you, but you parry successfully.
* R HP:Beaten MV:Winded - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A sailor tries to hit Conall, but he dodges the attack.
A guard slashes Conall's left hand hard.
*Conall* tries to pierce you, but you deflect the blow.
-=+**+=- -
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Winded - Conall: Battered >
b
bash
Conall swiftly dodges a burly lumberjack's attempt to cleave him.
A sailor tries to hit Conall, but he dodges the attack.
Conall swiftly dodges a guard's attempt to slash him.
*Conall* pierces your left arm hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
Bash who?
* R HP:Beaten MV:Winded >
e
4
k h.seanchan
A sailor stops using a torch.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A guard is here, fighting Conall.
*Conall* is here, fighting a guard.
A burly lumberjack is here, fighting Conall.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
b
bash
* R HP:Beaten MV:Winded >
You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Winded - a guard: Healthy - Conall: Battered >
*Conall* panics, and attempts to flee!
-
*Conall* leaves south. VV
=+*
s
4
k h.seanchan
b
bash
Cancelled.
You can't ride in there.
* R HP:Beaten MV:Winded > You try to slash *Conall*, but he deflects the blow.
* R HP:Beaten MV:Weary - Conall: Battered > *Conall* tries to pierce you, but
you deflect the blow.
-=+*
*
*Conall* pierces your right leg.
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!
A guard joins your fight!
A burly lumberjack joins your fight!
A sailor joins a guard's fight!
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
* R HP:Critical MV:Weary >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A burly lumberjack is here, fighting Conall.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
b
bash
* R HP:Critical MV:Weary > You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Healthy - Conall: Battered >
-
*Conall* panics, and attempts to flee!
=
Conall swiftly dodges a sailor's attempt to hit him.
A burly lumberjack tries to cleave Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
+*
*Conall* leaves south. VV
*+=-
A guard tries to slash Conall, but he parries successfully.
A sailor joins a guard's fight!
A burly lumberjack joins a guard's fight!
-
4
k h.seanchan
=
As *Conall* avoids your bash, you topple over and fall to the ground!
b
bash
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
A burly lumberjack tries to cleave Conall, but he parries successfully.
Conall swiftly dodges a sailor's attempt to hit him.
*Conall* tries to pierce a guard, but he deflects the blow.
A guard tries to slash Conall, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
*Conall* panics, and attempts to flee!
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
sta
4
k h.seanchan
*Conall* leaves north. ^^
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary > Bash who?
cw
* R HP:Critical MV:Weary > You are already standing.
4
k h.seanchan
* R HP:Critical MV:Weary > They aren't here.
4
k h.seanchan
* R HP:Critical MV:Weary > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary >
4
k h.seanchan
4
k h.seanchan
*Conall* swiftly dodges your attempt to slash him.
* R HP:Critical MV:Weary - Conall: Battered > You do the best you can!
* R HP:Critical MV:Weary - Conall: Battered >
You try to slash *Conall*, but he deflects the blow.
A burly lumberjack leaves south. VV
b
bash
* R HP:Critical MV:Weary - Conall: Battered >
-=+**+=-
A guard leaves north. ^^
A sailor leaves north. ^^
*Conall* tries to pierce you, but you deflect the blow.
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary - Conall: Battered >
cb
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Weary - Conall: Battered >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* R HP:Beaten MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
-=+**+
*Conall* tries to pierce you, but you parry successfully.
=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Weary >
*Conall* pierces your body.
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!
A guard has arrived from the north.
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A tall guard stands here proudly.
A sailor is here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
A guard leaves east. >>
* R HP:Beaten MV:Weary > They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary > A sailor stops using a torch.
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary >
4
k h.seanchan
They aren't here.
4
k h.seanchan
* R HP:Beaten MV:Weary >
They aren't here.
* R HP:Beaten MV:Weary >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
*Conall* is here, fighting a guard.
A black dog is here, wagging its tail.
b
bash
* R HP:Beaten MV:Weary >
You try to slash *Conall*, but he deflects the blow.
*Conall* panics, and attempts to flee!
* R HP:Beaten MV:Weary - a guard: Scratched - Conall: Battered >
-=+*
*Conall* leaves west. <<
*+=
w
4
k h.seanchan
b
bash
-Cancelled.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Beaten MV:Weary > They aren't here.
* R HP:Beaten MV:Weary > Bash who?
* R HP:Beaten MV:Haggard >
4
k h.seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Haggard >
k seanchan
k seanchan
They aren't here.
k seanchan
* R HP:Beaten MV:Haggard > They aren't here.
* R HP:Beaten MV:Haggard > They aren't here.
e
k seanchan
* R HP:Beaten MV:Haggard > They aren't here.
bash
* R HP:Beaten MV:Haggard > Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
You sense a hidden life form in the area...
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A black dog is here, wagging its tail.
* R HP:Beaten MV:Haggard > You try to slash *Conall*, but he parries successfully.
* R HP:Beaten MV:Haggard - Conall: Battered >
-=+**+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* R HP:Beaten MV:Haggard - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Haggard - Conall: Battered >
Tic in 7 seconds!
bash
*Conall* tries to pierce you, but you deflect the blow.
* R HP:Beaten MV:Haggard - Conall: Battered >
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
-=+**
*Conall* barely pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
+=- -
A guard joins your fight!
A guard joins a guard's fight!
A sailor joins a guard's fight!
A sailor tries to hit Conall, but he dodges the attack.
A guard tries to slash Conall, but he parries successfully.
A guard tries to slash Conall, but he dodges the attack.
*Conall* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 65.792 seconds.
cw
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A black dog is here, wagging its tail.
A sailor is here.
* R HP:Critical MV:Weary > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* R HP:Critical MV:Weary >
e
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly, being ridden by you.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A black dog is here, wagging its tail.
*Conall* panics, and attempts to flee!
k seanchan
* R HP:Critical MV:Weary >
k seanchan
You try to slash *Conall*, but he deflects the blow.
* R HP:Critical MV:Weary - a guard: Scratched - Conall: Battered > You do the best you can!
*Conall* leaves south. VV
k seanchan
* R HP:Critical MV:Weary >
They aren't here.
* R HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* R HP:Critical MV:Weary > They aren't here.
* R HP:Critical MV:Weary >
dismount
n
You stop riding him.
* HP:Critical MV:Weary >
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Weary > They aren't here.
sc
* HP:Critical MV:Weary >
You have 52(404) hit and 33(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
k seanchan
* HP:Critical MV:Weary >
k seanchan
k seanchan
They aren't here.
* HP:Critical MV:Weary >
They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
k seanchan
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > You try to slash *Conall*, but he dodges the attack.
cb
k seanchan
* HP:Critical MV:Weary - Conall: Battered >
bash
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
* HP:Critical MV:Weary - Conall: Battered > You do the best you can!
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
A guard joins your fight!
You try to slash *Conall*, but he parries successfully.
*Conall* panics, and attempts to flee!
-=+*
*Conall* leaves south. VV
*+
k seanchan
k seanchan=-
k seanchan
Cancelled.
They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > They aren't here.
k seanchan
k seanchan
* HP:Critical MV:Weary >
k seanchan
You try to slash *Conall*, but he parries successfully.
* HP:Critical MV:Weary - Conall: Battered > You do the best you can!
k seanchan
* HP:Critical MV:Weary - Conall: Battered > They aren't here.
bash
* HP:Critical MV:Weary - Conall: Battered > A guard has arrived from the south.
A sailor has arrived from the south.
A guard has arrived from the south.
You do the best you can!
* HP:Critical MV:Weary - Conall: Battered > -=+*
*Conall* tries to pierce you, but you parry successfully.
A guard leaves south. VV
A guard has arrived from the south.
*+=-
*Conall* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
-
=
A guard joins your fight!
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
*Conall* tries to pierce you, but you parry successfully.
sta
* HP:Critical MV:Weary - Conall: Battered >
b
bash
*Conall* tries to pierce you, but you parry successfully.
Do you not consider fighting as standing?
* HP:Critical MV:Weary - Conall: Battered >
-
A guard tries to slash Conall, but he parries successfully.
*Conall* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
You flee head over heels.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
n
4
k h.seanchan
* HP:Critical MV:Weary >
b
bash
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
*Conall* is here, fighting a guard.
A guard is here, fighting Conall.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary > You try to slash *Conall*, but he deflects the blow.
* HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
-
*Conall* pierces a guard's head very hard.
=
*Conall* panics, and attempts to flee!
+
*Conall* pierces a guard's body extremely hard.
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
A guard tries to slash Conall, but he parries successfully.
**+=-
*Conall* panics, and attempts to flee!
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Weary - a guard: Hurt - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
A guard slashes Conall's right leg very hard.
* HP:Critical MV:Weary - a guard: Scratched - Conall: Battered >
*Conall* leaves south. VV
sta
* HP:Critical MV:Weary >
4
k h.seanchan
b
bash
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
Do you not consider fighting as standing?
* HP:Critical MV:Weary - Conall: Battered >
You do the best you can!
* HP:Critical MV:Weary - Conall: Battered >
cw
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
PANIC! You couldn't escape!
A guard joins your fight!
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
f
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
n
* HP:Critical MV:Weary - Conall: Battered > *Conall* tries to pierce you, but you parry
successfully.
PANIC! You couldn't escape!
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
* HP:Critical MV:Weary - Conall: Battered >
f
PANIC! You couldn't escape!
* HP:Critical MV:Weary - Conall: Battered >
cw
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
l
Wood Home Inn
Fresh bay air wafts through open windows within the lazy inn. Momentoes of
forest and lake decorate the wooden walls of the common room. Round tables
with comfortable chairs line the walls where seaman or lumberjack usually
sit and spin a lively tale.
[ obvious exits: S ]
Zone: Darkwood
*Conall* is here, fighting YOU!
A guard is here, fighting Conall.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A tall guard stands here proudly.
A young woman stands here.
An innkeeper makes his rounds of the room, tending to guests.
* HP:Critical MV:Weary - Conall: Battered >
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he deflects the blow.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Weary - Conall: Battered >
A guard says 'You Conall!!! You will die before your time!! '
A guard says 'You Conall!!! You will die before your time!! '
* HP:Critical MV:Weary - Conall: Battered >
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
*Conall* tries to pierce you, but you parry successfully.
f
* HP:Critical MV:Weary - Conall: Battered >
w
PANIC! You couldn't escape!
s
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
* HP:Critical MV:Weary - Conall: Battered > No way! You're fighting for your life!
f
* HP:Critical MV:Weary - Conall: Battered >
w
s
You panic and attempt to flee!
Conall swiftly dodges a guard's attempt to slash him.
*Conall* tries to pierce you, but you deflect the blow.
You flee head over heels.
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A black dog is here, wagging its tail.
A sailor is here.
* HP:Critical MV:Haggard > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
An itinerant peddler takes a break from his trade here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A quiet man sits alone at the end of the bar.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Haggard >
sc
Tic in 7 seconds!
You have 34(404) hit and 19(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Haggard >
gv
qv
An itinerant peddler stops using a lantern.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 63.383 seconds.
[get fluid pack]
You get a thin vial of yellow fluid from a backpack.
* HP:Critical MV:Weary > [quaff vial]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
* HP:Critical MV:Winded >
sc
You have 45(404) hit and 66(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Winded >
scan n
*Conall* is here, fighting a sailor.
A black dog is here, wagging its tail.
A sailor is here, fighting Conall.
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
scan n
* HP:Critical MV:Winded >
*Conall* has arrived from the north.
* HP:Critical MV:Winded >
*Conall* tries to pierce you, but you deflect the blow.
c
k seanchan
* HP:Critical MV:Winded - Conall: Battered >
You do the best you can!
* HP:Critical MV:Winded - Conall: Battered >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
You try to slash *Conall*, but he parries successfully.
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
s
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A sailor is here.
A black dog is here, wagging its tail.
Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender serves customers with a greedy smile.
* HP:Critical MV:Winded >
cb
4
k h.seanchan
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 121 hit points.
b
bash
* HP:Critical MV:Winded > *Conall* pierces a guard's left arm into bloody fragments!
A bartender joins a guard's fight!
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
Jake Ripper tries to pierce Conall, but he deflects the blow.
*Conall* swiftly dodges your attempt to slash him.
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Scratched - Conall: Battered >
-=+*
*Conall* panics, and attempts to flee!
*+=-
Conall swiftly dodges a bartender's attempt to hit him.
A bartender bellows 'Darkfriend Conall is attacking me!! Guards!'
*Conall* pierces a guard's body extremely hard.
Jake Ripper tries to pierce Conall, but he deflects the blow.
Conall swiftly dodges a guard's attempt to slash him.
A guard tries to slash Conall, but he dodges the attack.
-
*Conall* panics, and attempts to flee!
=
Jake Ripper tries to pierce Conall, but he deflects the blow.
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
sta
cw
*Conall* panics, and attempts to flee!
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
A bartender tries to hit Conall, but he dodges the attack.
Conall swiftly dodges Jake Ripper's attempt to pierce him.
A guard tries to slash Conall, but he deflects the blow.
A guard slashes Conall's left leg very hard.
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
Do you not consider fighting as standing?
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 202 hit points.
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
Jake Ripper tries to pierce Conall, but he parries successfully.
k seanchan
* HP:Critical MV:Winded - a guard: Hurt - Conall: Battered >
You do the best you can!
*Conall* leaves north. ^^
*Conall* has arrived from the north.
* HP:Critical MV:Winded >
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
A guard joins your fight!
A guard joins a guard's fight!
Jake Ripper joins a guard's fight!
* HP:Critical MV:Winded - Conall: Battered >
Jake Ripper pierces Conall's left arm.
A guard tries to slash Conall, but he parries successfully.
A guard tries to slash Conall, but he parries successfully.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Winded - Conall: Battered >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he parries successfully.
A guard barely slashes Conall's body.
You slash *Conall*'s body extremely hard.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Conall swiftly dodges Jake Ripper's attempt to pierce him.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard slashes Conall's body hard.
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
You try to slash *Conall*, but he dodges the attack.
*Conall* tries to pierce you, but you parry successfully.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he deflects the blow.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
You try to slash *Conall*, but he parries successfully.
*Conall* tries to pierce you, but you deflect the blow.
Conall swiftly dodges Jake Ripper's attempt to pierce him.
* HP:Critical MV:Tiring - Conall: Beaten >
Jake Ripper pierces Conall's body.
A guard tries to slash Conall, but he deflects the blow.
A guard slashes Conall's left leg extremely hard.
*Conall* panics, and attempts to flee!
You slash *Conall*'s body very hard.
*Conall* panics, and attempts to flee!
*Conall* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Tiring - Conall: Beaten >
*Conall* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
s
You flee head over heels.
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A sailor is here.
A black dog is here, wagging its tail.
4
k h.seanchan
* HP:Critical MV:Tiring > Broken Boar
Sea chanteys and the lumberjack song wafts through the doors of this smokey
bar. A long wooden bar, with shiny brass trim, stretches across the eastern
wall. Low round tables are spaced through the middle of the room and small,
private booths line the walls. Trophy sized boar heads line the walls along
with the broken spears that killed the fierce creatures.
[ obvious exits: N ]
Zone: Darkwood
*Conall* is here, fighting a guard.
An itinerant peddler takes a break from his trade here.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
Jake Ripper is here, fighting Conall.
A bartender serves customers with a greedy smile.
b
bash
* HP:Critical MV:Tiring > You try to slash *Conall*, but he deflects the blow.
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Beaten >
-
*Conall* pierces a guard's left arm very hard.
Jake Ripper tries to pierce Conall, but he parries successfully.
A guard tries to slash Conall, but he dodges the attack.
A guard tries to slash Conall, but he deflects the blow.
=
*Conall* panics, and attempts to flee!
+*
Jake Ripper tries to pierce Conall, but he deflects the blow.
*+=-
-=
As *Conall* avoids your bash, you topple over and fall to the ground!
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Beaten >
Jake Ripper tries to pierce Conall, but he dodges the attack.
A guard slashes Conall's body hard.
A guard tries to slash Conall, but he deflects the blow.
* HP:Critical MV:Tiring - a guard: Hurt - Conall: Critical >
sta
*Conall* leaves north. ^^
* HP:Critical MV:Tiring >
cz
4
k h.seanchan
You are already standing.
* HP:Critical MV:Tiring > [change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
* HP:Critical MV:Tiring > They aren't here.
scan n
* HP:Critical MV:Tiring >
A tall guard stands here proudly.
A sailor is here.
A tall guard stands here proudly.
A tall guard stands here proudly.
A sailor is here.
sc
* HP:Critical MV:Tiring >
You have 44(404) hit and 99(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* HP:Critical MV:Tiring >
n
4
k h.seanchan
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A sailor is here.
* HP:Critical MV:Tiring >
They aren't here.
* HP:Critical MV:Tiring >
e
4
k h.seanchan
Touchan
The wooden planks abruptly end to the east, upon a fabulous view of the
mountain lake. The view is provided from the comfort of circular benches
wrapped around a delicate fountain at the end of the boardwalk. Small
fishing boats bob upon the sparkling water where misty clouds reflect
across the dancing waves.
[ obvious exits: N S W ]
Zone: Darkwood
A fountain is here, offering clear blue water to all.
A wild stallion bucks madly.
A black dog is here, wagging its tail.
* HP:Critical MV:Tiring >
They aren't here.
* HP:Critical MV:Tiring >
r
sc
[ride horse]
You start riding him.
* R HP:Critical MV:Tiring > You have 44(404) hit and 91(163) movement points.
You have scored 108512891 experience points and 677 quest points.
You need 1727306472 exp to level and 323 qp to rank.
You have amassed 41 Turn points to date.
You have played 39 days and 9 hours (real time).
This ranks you as Atkins the Under-lieutenant [Child of Light 6] (Level 51).
You are standing.
* R HP:Critical MV:Tiring >
w
Touchan
The large wharf juts out into the great lake where the roaring of
mountainous breakers crash into the rocks below. Small shops line the
eastern boardwalk and white gulls perch upon small benches and posts.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
* R HP:Critical MV:Tiring >
c
k seanchan
They aren't here.
Tic in 7 seconds!
* R HP:Critical MV:Tiring >
w
4
k h.seanchan
Touchan
The lake town of Touchan rests upon a mountain lake, under the shadows of
the Misty Mountains. The tiny village is built from the sturdy hardwoods of
the western Darkwood forest and opens in every direction. Small houses line
the western edge of the platform. The small cottages face the dark forests
and common people hustle about. A cabin stands to the south and a market
street opens to the east.
[ obvious exits: N E S W ]
Zone: Darkwood
A wild stallion bucks madly, being ridden by you.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A sailor is here, fighting Conall.
A guard is here, fighting Conall.
A guard is here, fighting Conall.
*Conall* is here, fighting a sailor.
* R HP:Critical MV:Tiring >
You slash *Conall*'s head into bloody fragments!
*Conall* is mortally wounded, and will die soon, if not aided.
* R HP:Critical MV:Tiring - Conall: Critical >
You slash *Conall*'s body into bloody fragments!
*Conall* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Conall*'s death cry.
A sailor leaves south. VV
4
k h.seanchan
* R HP:Critical MV:Tiring >
They aren't here.
* R HP:Critical MV:Strong >
sc1
remove sword
draw dagger
scalp 1.corpse
sheath dagger
wield sword
You stop using an ivory and gold-hilted longsword.
* R HP:Critical MV:Strong > You try to quietly draw a dagger from a pure white cloak bearing a
golden sunburst.
* R HP:Critical MV:Strong > You lean over and sever the bloody head from the corpse of Conall.
* R HP:Critical MV:Strong > You sheath a dagger into a pure white cloak bearing a golden sunburst.
* R HP:Critical MV:Strong > You wield an ivory and gold-hilted longsword.
* R HP:Critical MV:Strong >
lc
[l in corpse]
corpse (here) :
a black pair of silver-tooled boots
a pair of earthen colored breeches
a belt with a buckle of cuendillar
a sharp, red stone dagger
a silver etched shield
a silver Kandori wristcuff
a jeweled wristcuff
a pair of dark gloves
a set of cloth sleeves
a backpack
a surcoat with exquisite embroidery
a bearskin tunic
[2] a small silver amulet engraved with ravens
a camouflaged hood
[2] a gold ring
a brass storm lantern
* R HP:Critical MV:Strong >
put all pack
You put the severed head of Conall the Seanchan slain in Tarabon in a backpack.
Re: Some Almoth 1v2 and back and forth Touchan-Path 1v1 (LONG)
Great read thanks!