Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Penzei
Posts: 63
Joined: Fri Apr 26, 2019 5:00 pm

Re: Stab Thread

Post by Penzei » Sat Oct 14, 2023 2:46 pm

Not gonna lie, the timing on that hurt my feelings after evading the dung out of Jestin lol.

Revescaal
Posts: 79
Joined: Thu Aug 18, 2016 5:49 pm

Re: Stab Thread

Post by Revescaal » Mon Oct 16, 2023 8:32 pm

Don't think WB stab needed another buff...

o HP:Battered MV:Tiring > [k light]
They aren't here.
A shadow stallion leaves north.
You follow Kryyg.

On A Balcony
[ obvious exits: S ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Kryyg the Myrddraal is standing here.
Evilynn the Daughter of Shadow is here, fighting Williard.
*Williard* is here, fighting Jestin.
*Ryktor* is here, fighting a ramshorned trolloc.
*Rayven* is here, fighting a hideous trolloc.
*Morella* is here, fighting a myrddraal.
*Maximus* is here, fighting Jestin.
Jestin the Dreadlord is here, fighting Maximus.
Jestin is surrounded by a shimmering white aura!
A hideous trolloc is here, fighting Rayven.
A wolfish trolloc is here, fighting Maximus.
A ramshorned trolloc is here, fighting Ryktor.
A ramshorned trolloc is here, fighting Rayven.
A myrddraal is here, fighting Morella.
Neshaminy tries to pierce *Ryktor*, but he deflects the blow.

x
* HP:Battered MV:Winded > [k light]
You try to slash *Morella*, but she parries successfully.
Kryyg tries to slice *Williard*, but he parries successfully.
Evilynn avoids being bashed by *Ryktor* who loses his balance and falls!

mb
* HP:Battered MV:Winded - a myrddraal: Scratched - Morella: Wounded > [k light]
You do the best you can!

b
* HP:Battered MV:Winded - a myrddraal: Scratched - Morella: Wounded > [k light]
You do the best you can!
*Morella* releases streaks of Fire at Jestin, who screams in pain.

* HP:Battered MV:Winded - a myrddraal: Scratched - Morella: Wounded > [cha mood brave]
Mood changed to: Brave

* HP:Battered MV:Winded - a myrddraal: Scratched - Morella: Wounded >
[bash ]


-
Neshaminy pierces *Ryktor*'s body.
Evilynn tries to pierce *Williard*, but he parries successfully.
*Williard* tries to stab Jestin, but he deflects the blow.

=
*Rayven* panics, and attempts to flee!

+
Neshaminy tries to pierce *Ryktor*, but he parries successfully.
Evilynn tries to pierce *Williard*, but he parries successfully.
*Williard* tries to stab Jestin, but he deflects the blow.
A ramshorned trolloc tickles Rayven's body with his cleave.
A ramshorned trolloc barely cleaves Ryktor's head.
A wolfish trolloc barely tickles Maximus's left foot with its cleave.
A hideous trolloc cleaves Rayven's left foot.
Jestin strikes *Maximus*'s right leg.
*Maximus* tries to pound Jestin, but he deflects the blow.
A myrddraal tries to slash Morella, but she parries successfully.
*Williard* coughs and shivers.
*Maximus* panics, and attempts to flee!
*Williard* panics, and attempts to flee!
Jestin panics, and attempts to flee!

*
*Rayven* leaves south.


*Williard* leaves south.
Jestin leaves south.

*
+=
Evilynn tries to pierce *Williard*, but he deflects the blow.
*Maximus* panics, and attempts to flee!
Jestin has arrived from the south.

-
*Maximus* avoids being bashed by Kryyg who loses his balance and falls!
*Ryktor* panics, and attempts to flee!
Jestin strikes *Maximus*'s body.


*Morella* releases streaks of Fire at Jestin, who screams in pain.
*Ryktor* leaves south.
Neshaminy tries to pierce *Williard*, but he parries successfully.

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

* HP:Wounded MV:Tiring - a myrddraal: Scratched - Morella: Wounded >
*Maximus* panics, and attempts to flee!
*Ryktor* has arrived from the south.

* HP:Wounded MV:Tiring - a myrddraal: Scratched - Morella: Wounded >

Neshaminy tries to pierce *Williard*, but he parries successfully.
A hideous trolloc joins a wolfish trolloc's fight!
A ramshorned trolloc joins a myrddraal's fight!
A ramshorned trolloc joins a myrddraal's fight!
Evilynn tries to pierce *Williard*, but he parries successfully.
You slash *Morella*'s body into bloody fragments!
A wolfish trolloc barely tickles Maximus's right foot with its cleave.
A myrddraal slashes Morella's body very hard.

mb
* HP:Wounded MV:Tiring - a myrddraal: Scratched - Morella: Wounded >
[cha mood brave]
Mood changed to: Brave
*Maximus* leaves south.

* HP:Wounded MV:Tiring - a myrddraal: Scratched - Morella: Wounded >

*Morella* panics, and attempts to flee!
Jestin releases streaks of Fire at *Morella*, who screams in pain.

b
* HP:Wounded MV:Tiring - a myrddraal: Scratched - Morella: Battered >
*Morella* leaves south.
*Morella* has arrived from the south.

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

* HP:Wounded MV:Tiring >
*Williard* places the glazed katars of Mondoran in the back of Kryyg, resulting in some strange
noises and blood!
Kryyg is dead! R.I.P.
Your blood freezes as you hear Kryyg's death cry.
You stop following Kryyg.

x
* HP:Wounded MV:Tiring >
b
[k light]
You try to slash *Morella*, but she deflects the blow.

* HP:Wounded MV:Tiring - Morella: Battered >
[bash ]


*Morella* tickles your body with her strike.
A wolfish trolloc joins Jestin's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A myrddraal joins a ramshorned trolloc's fight!
A ramshorned trolloc tries to cleave Ryktor, but he deflects the blow.
A hideous trolloc tries to cleave Ryktor, but he deflects the blow.
Neshaminy tries to pierce *Williard*, but he dodges the attack.
*Williard* swiftly dodges Evilynn's attempt to pierce him.
Evilynn narrates 'fc bashes'
*Ryktor* panics, and attempts to flee!

-

Evilynn gets a skin of human flesh from the corpse of Kryyg.
Evilynn gets a pair of gleaming metal boots from the corpse of Kryyg.
Evilynn gets a pair of thick, gold-plated greaves from the corpse of Kryyg.
Evilynn gets a dagger from the corpse of Kryyg.
Evilynn gets a bronze belt of odd design from the corpse of Kryyg.
Evilynn gets a heron-marked blade with a jeweled hilt from the corpse of Kryyg.
Evilynn gets a jeweled wristcuff from the corpse of Kryyg.
Evilynn gets a jeweled wristcuff from the corpse of Kryyg.
Evilynn gets a sturdy pair of full leather gauntlets from the corpse of Kryyg.
Evilynn gets a pair of polished, gold-plated vambraces from the corpse of Kryyg.
Evilynn gets a heron-engraved scabbard from the corpse of Kryyg.
Evilynn gets a black, silver-embroidered cape from the corpse of Kryyg.
Evilynn gets an ornate chainmail shirt chased with gold from the corpse of Kryyg.
Evilynn gets a shimmering chain of gold from the corpse of Kryyg.
Evilynn gets a silver medallion from the corpse of Kryyg.
Evilynn gets a gold-chased morion with an engraved silver comb from the corpse of Kryyg.
Evilynn gets a gold ring delicately carved with ivy from the corpse of Kryyg.
Evilynn gets a gold ring delicately carved with ivy from the corpse of Kryyg.
Evilynn gets a backpack from the corpse of Kryyg.

Harker
Posts: 96
Joined: Wed Jul 19, 2023 2:59 pm

Re: Stab Thread

Post by Harker » Mon Oct 16, 2023 9:29 pm

He's a thiefbane

langois
Posts: 222
Joined: Wed Feb 18, 2015 2:53 pm

Re: Stab Thread

Post by langois » Mon Oct 16, 2023 10:30 pm

Harker wrote:
Mon Oct 16, 2023 9:29 pm
He's a thiefbane
Shouldn’t be outing secrets like that man

Kryyg
Posts: 407
Joined: Mon Jul 03, 2017 9:52 am

Re: Stab Thread

Post by Kryyg » Mon Oct 16, 2023 10:45 pm

Was strange. I engaged Willard. Somehow missed on Maximus. Got disengage sat for 2 rounds. Stab is idiotic. Willard is an idiot too. 😀 he needs to die so he can play his other alt’s! Asshole.

Williard
Posts: 44
Joined: Sat Jul 11, 2015 6:24 am

Re: Stab Thread

Post by Williard » Mon Oct 16, 2023 10:48 pm

(:

lakon
Posts: 11
Joined: Mon Oct 02, 2023 9:46 am

Re: Stab Thread

Post by lakon » Mon Oct 23, 2023 8:32 am

* S HP:Wounded MV:Strong > A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
Zone: Northern Borderlands
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
*Turg* is resting here, riding a shadow stallion.
A beaked trolloc is here, scouting.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

* S HP:Wounded MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Strong > You silently approach your victim...
-=+**+=-
Turg bellows 'hps good mvs gone'
-=
+*
*Turg* makes a strange sound as you place a silver-winged basilard in his back!
*Turg* is dead! R.I.P. <-- Hps gone too :D
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Turg*'s death cry.

Evilynn
Posts: 19
Joined: Wed Mar 22, 2023 1:05 pm

Re: Stab Thread

Post by Evilynn » Fri Oct 27, 2023 6:11 am

enter flame
sc
Ok.

o HP:Healthy MV:Strong > You have 420(420) hit and 201(244) movement points.
You have scored 105859436 experience points and 7 quest points.
You need 2640564 exp to reach the next level.
You have amassed 130 Turn points to date.
You have played 7 days and 21 hours (real time).
This ranks you as Evilynn the Daughter of Shadow (Level 50).
You are standing.

o HP:Healthy MV:Strong >
The black flame surges as you step into it and arrive on the other side.
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A red-eyed raven is here flying around.
A bundle of chainmail lies on the ground.
A revolting well bubbles with the blood of the sacrificed.
A black shield lies here, consuming any light that touches it.
A small purse is here. [4]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
An elite trolloc stands ready to obey orders.
A gray haired weaponsmaster stands nearby.
A hooded myrddraal, brooding in the shadows, slowly faces you.

o HP:Healthy MV:Full >
ex apack
Obvious exits:
North - The Courtyard
East - The Courtyard
South - The Courtyard
West - The Courtyard

o HP:Healthy MV:Full >
ex apack
Obvious exits:
North - The Courtyard
East - The Courtyard
South - The Courtyard
West - The Courtyard

o HP:Healthy MV:Full >
where
Players in your Zone
--------------------
Evilynn - The Well
You catch the scent of horses nearby.

stat
o HP:Healthy MV:Full > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 420 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:

o HP:Healthy MV:Full >
exa pack
It is a backpack.
When you look inside, you see:
backpack (carried) :
[3] a thin vial of yellow fluid
[3] a package of dried rations
five copper pennys
three gold crowns
a package of iron rations
[2] a bubbling draught

o HP:Healthy MV:Full >
nar there is scent
You narrate 'there is scent'

o HP:Healthy MV:Full >
nar in keep
You narrate 'in keep'

where
o HP:Healthy MV:Full >
r
Players in your Zone
--------------------
Evilynn - The Well
You catch the scent of horses nearby.

o HP:Healthy MV:Full >
stat
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 210 hit points.

o HP:Healthy MV:Full > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:

o HP:Healthy MV:Full >
l
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A bearish trolloc towers here, its snout drawn into a snarl.
A bundle of chainmail lies on the ground.
A revolting well bubbles with the blood of the sacrificed.
A black shield lies here, consuming any light that touches it.
A small purse is here. [4]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
An elite trolloc stands ready to obey orders.
A gray haired weaponsmaster stands nearby.
A hooded myrddraal, brooding in the shadows, slowly faces you.

o HP:Healthy MV:Full >
nar da heck
You narrate 'da heck'

o HP:Healthy MV:Full >
south
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A red-eyed raven is here flying around.

* HP:Healthy MV:Full >
west
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A burly trolloc stands here, eyeing the surroundings.

* HP:Healthy MV:Full >
sneak
Ok, you'll try to move silently for a while.

where
* S HP:Healthy MV:Full > Players in your Zone
--------------------
Evilynn - Entrance to the Courtyard
You catch a faint scent of a horse nearby.

* S HP:Healthy MV:Full >
west
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Healthy MV:Full >
scan w
* S HP:Healthy MV:Full >
l w
The stonegate is closed.

* S HP:Healthy MV:Full >
time
It is 11 o'clock am, on the 26th day of the month of Saven, year 1539.
According to legend and prophecy, this is the First Turn of the Wheel.
The Shadow grows stronger as Lisennet and Sarras are raised as dreadlords.

(Server: Fri Oct 27 06:06:32 2023 EST, last rebooted 6 hours, 3 minutes ago)

* S HP:Healthy MV:Full >
stat
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

* S HP:Healthy MV:Full >
where
Players in your Zone
--------------------
Evilynn - The Gatekeep
You catch a faint scent of a horse nearby.

* S HP:Healthy MV:Full >
not
l
You start paying increased attention to your surroundings.

* S HP:Healthy MV:Full > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Healthy MV:Full >
h
[hide ]
You can't find anything to conceal yourself with.

* S HP:Healthy MV:Full >
east
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A burly trolloc stands here, eyeing the surroundings.

* S HP:Healthy MV:Full >
h
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Full >
z
[backstab h.light]
Backstab who?

* S HP:Healthy MV:Full >
south
exa ram
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
A densely woven shirt of thick mail is here.
A massive battering ram adorned with shields and moving on wheels is here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* S HP:Healthy MV:Full > It is a battering ram.
When you look inside, you see:
ram (here) :
Nothing.

* S HP:Healthy MV:Full >
north
east
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A burly trolloc stands here, eyeing the surroundings.

* S HP:Healthy MV:Full >
east
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A red-eyed raven is here flying around.

east
* S HP:Healthy MV:Full > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A trolloc is here commanding a fist of troops.
West: A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* S HP:Healthy MV:Full > The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A young trolloc is here, growling with a deep bloodlust.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* S HP:Healthy MV:Strong >
east
south
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.

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

o S HP:Healthy MV:Strong >
east
south
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
South: A trolloc is here commanding a fist of troops.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A beaked trolloc is here, scouting.

south
o S HP:Healthy MV:Strong > The Southern Wing of the Great Hall
This area is badly burned towards the southern portion of the hall. Blood
stains cover both the walls and floor, destroying the beauty these walls once
had. The door to the west is shattered and lies off its hinges on the floor.
[ obvious exits: N S W ]
North: A bearish trolloc towers here, its snout drawn into a snarl.
South: A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.

o S HP:Healthy MV:Strong > The Southern Wing of the Great Hall
This is the southern end of the hall opening up into two rooms. Burn marks
scorch the entire hallway having originated from the eastern room. Torch
holders have melted away from the extreme heat and the marble walls have
cracked.
[ obvious exits: N E S ]
North: A trolloc is here commanding a fist of troops.
East: A trolloc is here commanding a fist of troops.
A mirrored lantern has been left here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Healthy MV:Strong >
south
A Fetid Pit
Racks where armor was once placed and swords hung adorn the southern
wall. A symbol has been drawn with blood on the western wall. A huge
circular pit now lies in the middle of the room, lowered a span below
the rest of the floor. Varying equipment, rations and weapons lie in
the bottom of the pit, free for the taking of the horde.

A bloodied poster lies on the south wall with instructions.
[ obvious exits: N ]
North: A wolfish trolloc is here, howling for blood.
A small purse is here.
A beautiful jeweled dagger has been left on the ground.
A sturdy pair of boots with metal caps covering the toes rest here.
A brightly polished set of riveted chainmail leggings lies here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here.
A water skin has been left on the ground.
A metal helmet with attached visor rests here.
A pair of black armor greaves lies here, highly polished. [2]
A soft leather pouch has been discarded here.
A silver ring on the ground catches your eye.
A silver ring set with a deep green emerald has been dropped here. [3]
A pair of thick metal boots stand inflexibly upright.
A pearlstone-encrusted ivory necklace has been left here.
Multiple fiery opals woven into a choker shimmer on the ground here.
A bundle of cloth was discarded here. [5]
A small piece of fabric blends in with the ground here. [4]
A thick, leather backpack lies abandoned here. [3]
A brightly-colored sash lies here, in a heap. [3]
A black pair of soft, silver-tooled boots lie on the ground. [4]
A pair of breeches in shades of earth and rock disappear into the ground. [3]
A thin pair of exceptionally dark gloves sit here. [3]
A tunic made of bearskin has been dropped here. [3]

o S HP:Healthy MV:Strong >
h
[hide ]
You attempt to hide yourself.

o S HP:Healthy MV:Strong >
The raven master bellows 'Vianca was spotted in Path to Tarwins Gap'
The raven master narrates 'Vianca was spotted in Path to Tarwins Gap'
The raven master bellows 'Vianca was spotted in Path to Tarwins Gap'

o S HP:Healthy MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Healthy MV:Strong >
where
Players in your Zone
--------------------
Evilynn - A Fetid Pit

o S HP:Healthy MV:Strong >
stat
l
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- SNEAK

o S HP:Healthy MV:Strong > A Fetid Pit
Racks where armor was once placed and swords hung adorn the southern
wall. A symbol has been drawn with blood on the western wall. A huge
circular pit now lies in the middle of the room, lowered a span below
the rest of the floor. Varying equipment, rations and weapons lie in
the bottom of the pit, free for the taking of the horde.

A bloodied poster lies on the south wall with instructions.
[ obvious exits: N ]
North: A wolfish trolloc is here, howling for blood.
A small purse is here.
A beautiful jeweled dagger has been left on the ground.
A sturdy pair of boots with metal caps covering the toes rest here.
A brightly polished set of riveted chainmail leggings lies here.
Gleaming in dark reptillian beauty, an alligator skin bracer lies here.
A water skin has been left on the ground.
A metal helmet with attached visor rests here.
A pair of black armor greaves lies here, highly polished. [2]
A soft leather pouch has been discarded here.
A silver ring on the ground catches your eye.
A silver ring set with a deep green emerald has been dropped here. [3]
A pair of thick metal boots stand inflexibly upright.
A pearlstone-encrusted ivory necklace has been left here.
Multiple fiery opals woven into a choker shimmer on the ground here.
A bundle of cloth was discarded here. [5]
A small piece of fabric blends in with the ground here. [4]
A thick, leather backpack lies abandoned here. [3]
A brightly-colored sash lies here, in a heap. [3]
A black pair of soft, silver-tooled boots lie on the ground. [4]
A pair of breeches in shades of earth and rock disappear into the ground. [3]
A thin pair of exceptionally dark gloves sit here. [3]
A tunic made of bearskin has been dropped here. [3]

o S HP:Healthy MV:Strong >
not
You stop paying increased attention to your surroundings.

o S HP:Healthy MV:Strong >
north
north
The Southern Wing of the Great Hall
This is the southern end of the hall opening up into two rooms. Burn marks
scorch the entire hallway having originated from the eastern room. Torch
holders have melted away from the extreme heat and the marble walls have
cracked.
[ obvious exits: N E S ]
North: A trolloc is here commanding a fist of troops.
East: A trolloc is here commanding a fist of troops.
A mirrored lantern has been left here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.

o S HP:Healthy MV:Strong > The Southern Wing of the Great Hall
This area is badly burned towards the southern portion of the hall. Blood
stains cover both the walls and floor, destroying the beauty these walls once
had. The door to the west is shattered and lies off its hinges on the floor.
[ obvious exits: N S W ]
North: A bearish trolloc towers here, its snout drawn into a snarl.
South: A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.

o S HP:Healthy MV:Strong >
north
west
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A trolloc is here ruling a group of trollocs.
South: A trolloc is here commanding a fist of troops.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A beaked trolloc is here, scouting.

west
o S HP:Healthy MV:Strong > The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.

west
o S HP:Healthy MV:Strong >
west
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
North: A young trolloc is here, growling with a deep bloodlust.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* S HP:Healthy MV:Strong >
west
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A trolloc is here commanding a fist of troops.
West: A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

west
* S HP:Healthy MV:Strong > The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
South: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A red-eyed raven is here flying around.

west
* S HP:Healthy MV:Strong > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
West: A burly trolloc stands here, eyeing the surroundings.

* S HP:Healthy MV:Strong > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* S HP:Healthy MV:Strong > The stonegate seems to be closed.

* S HP:Healthy MV:Strong >
cal
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.

west
* S HP:Healthy MV:Strong >
west
west
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.

* S HP:Healthy MV:Strong > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]

o S HP:Healthy MV:Strong >
west
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

o S HP:Healthy MV:Strong >
west
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]

west
* S HP:Healthy MV:Strong > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]

* S HP:Healthy MV:Tiring > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]

* S HP:Healthy MV:Tiring >
west
south
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]

* S HP:Healthy MV:Tiring >
south
south
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring > Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
South: A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Healthy MV:Tiring >
where
Players in your Zone
--------------------
Evilynn - The Blight

* S HP:Healthy MV:Tiring >
stat
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

west
* S HP:Healthy MV:Tiring >
north
Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]

o S HP:Healthy MV:Tiring > Desolate Plains
These plains are forlorn and lost, and the few rocks and tufts of blackish
growth emphasize this rather than detract from the monotony. There is no water
in sight. This place is utterly bleak, and yet quite cheerful compared to the
surrounding plains. Some of the rocks here seems spattered with blood, stained
but never cleansed by the rain.
[ obvious exits: N E S W ]
A group of gray flies are here, buzzing maliciously around you.
A large, goat-faced trolloc glares at you hungrily.
A red-eyed raven is visible flying high in the sky.

* S HP:Healthy MV:Tiring >
where
Players in your Zone
--------------------
Evilynn - Desolate Plains

south
* S HP:Healthy MV:Tiring >
east
Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]

south
o S HP:Healthy MV:Tiring > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
South: A black tree with bloated leaves sprouts from the ground, branches quivering.

south
* S HP:Healthy MV:Tiring > The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

south
* S HP:Healthy MV:Tiring >
south
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
North: A black tree with bloated leaves sprouts from the ground, branches quivering.

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

* S HP:Healthy MV:Tiring > The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
The corpse of the blighted tree is lying here. [2]

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

* S HP:Healthy MV:Tiring >
west
west
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]

west
* S HP:Healthy MV:Tiring >
west
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
South: An enormous blight worm towers above you, making an eerie shrill scream.
West: An enormous blight worm towers above you, making an eerie shrill scream.
The corpse of a rat is lying here. [2]
The corpse of a Ghar'ghael trolloc is lying here.
The corpse of an Ahf'frait trolloc is lying here.

* S HP:Healthy MV:Tiring > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
An enormous blight worm towers above you, making an eerie shrill scream.

* S HP:Healthy MV:Tiring > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
East: An enormous blight worm towers above you, making an eerie shrill scream.
The corpse of an Ahf'frait trolloc is lying here.
The corpse of a Ko'bal trolloc is lying here.
The corpse of the enormous worm is lying here.
The corpse of a gaping maw is lying here.

* S HP:Healthy MV:Tiring >
The corpse of a gaping maw has decayed into a pile of dust.

* S HP:Healthy MV:Strong >
bu
[butcher corpse]
You savagely rip a limb from the corpse of an Ahf'frait trolloc.

* S HP:Healthy MV:Strong >
eat limb
You eat the leg.
You are full.

* S HP:Healthy MV:Strong >
where
Players in your Zone
--------------------
Evilynn - The Blight

stat
* S HP:Healthy MV:Strong > You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

* S HP:Healthy MV:Strong >
nar lol all of blight is dead
You narrate 'lol all of blight is dead'

south
* S HP:Healthy MV:Strong > Alas, you cannot go that way...

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

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

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

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

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

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

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

* S HP:Healthy MV:Tiring >
south
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]

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

south
* S HP:Healthy MV:Tiring >
south
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
East: A crow is visible flying high in the sky.

* S HP:Healthy MV:Tiring > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]

* S HP:Healthy MV:Tiring >
south
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
East: A small stick is lying on the ground here.
West: A brazen young hare thumps his powerful hind legs nearby.

* S HP:Healthy MV:Tiring >
where
Players in your Zone
--------------------
Evilynn - The Blight

east
* S HP:Healthy MV:Tiring >
south
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
A small stick is lying on the ground here.

* S HP:Healthy MV:Tiring > The Blight
You stand on the edge of the Blight. Trees and flowers grow here, but they
are bloated and sickly. Flowers hang on trees and weeds in a parody of
spring, pale and pulpy, waxen things that appear to decay while you watch
them. The air is ripe with the sweet stench of decay, and it is difficult
to avoid gagging when you breathe. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]
North: A small stick is lying on the ground here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Healthy MV:Tiring >
where
Players in your Zone
--------------------
Evilynn - The Blight

* S HP:Healthy MV:Tiring >
stat
r
You are a 44 year old female trolloc rogue.
Your height is 6 feet, 5 inches, and you weigh 195.0 lbs.
You are carrying 2.3 lbs and wearing 14.3 lbs, peanuts.
Your base abilities are: Str:17 Int:9 Wil:7 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 150, Parrying bonus: 148
Your mood is: Wimpy. You will flee below: 210 Hit Points
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

south
* S HP:Healthy MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 210 hit points.

east
* S HP:Healthy MV:Tiring >
south
Near the Foothills
The black peaks of the Mountains of Dhoom jut into the south sky, visible
past the low hills. Twisted scrub and gnarled, stunted trees stud the rocky
ground. The stench of the Blight, which stretches far to the north, hangs
heavy in the air. To the east, a well-trod path can be seen.
[ obvious exits: N E S ]

south
* S HP:Healthy MV:Tiring >
south
Path to Tarwin's Gap
To the south lies Tarwin's Gap, pathway to the Borderlands, while to the
north the Blight awaits. The ground here is well trod, clear of vegetation
from the tramping of booted and hooved feet. Further south, the path leads
into the hills that stand before the Mountains of Dhoom.
[ obvious exits: N E S W ]

* S HP:Healthy MV:Tiring > Path to Tarwin's Gap
Tarwin's Gap can be seen to the south, a break in the impenetrable Mountains
of Dhoom. To either side, rolling foothills mark the transition from mountain
to level ground, while to the north, the Blight stretches on, seemingly
endless. A cold breeze can be felt, as the winds that sweep through the Gap
gather here.
[ obvious exits: N E S W ]

* S HP:Healthy MV:Tiring > Outside Tarwin's Gap
To the south, a break in the seemingly endless mountains is Tarwin's Gap.
Vast black peaks topped with snow seem impenetrable from here. The chilly
wind blows south through the gap, carrying the stench of the Blight with it.
To the north, the path continues through the hills, leading to the Blight
beyond.
[ obvious exits: N E S W ]

* S HP:Healthy MV:Tiring > Entering the Gap
Here, just before the gap, the sheer granite that makes the sides of the gap
tower over this spot. The Blight lies to the north, awaiting more victims,
the sickly sweet stench of its corruption wafting in. The gap itself leads
south through the mountains. By looking carefully, a pair of paths that lead
around the gap can be seen to the east and west.
[ obvious exits: N S W ]

* S HP:Healthy MV:Tiring >
take vial pack
You get a thin vial of yellow fluid from a backpack.

south
* S HP:Healthy MV:Tiring >
south
south
In the Gap
From here, the sides of the gap loom menacingly over you, and a chill wind
channels through the mountains from the north. A smell hangs in the air,
torro and over-ripe. You can watch all the way north from here, seeing over
a vast area.
[ obvious exits: N S ]

south
* S HP:Healthy MV:Tiring >
south
Tarwin's Gap
Here in Tarwin's Gap the Mountains of Dhoom loom menacingly over the pass.
Small pebbles occasionally shower onto the ground from the mountains above,
landing among the sparse, wiry grass that grows here. To the north, the gap
continues onwards, leading deeper into the Blight, while to the south the a
large pile of boulders lie scattered on the ground. A chilly wind, funneled
by the tall mountains to either side, blows through the gap.
[ obvious exits: N S ]
South: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
south
Tarwin's Gap
Boulders of all sizes litter the ground here, but do not impede passage. A
half-buried white rock stands out among the brown and black boulders. Walls
of black granite loom over the pass, funneling a chill wind through. The
rank stench of the Blight is strong here, so close to that twisted forest.
Glancing around, one can tell that the gap continues to the north and south.
[ obvious exits: N S ]
South: A black wolf growls loudly, poised to leap.
A Shienaran scout blends into the surroundings here.
A black wolf growls loudly, poised to leap.

* S HP:Healthy MV:Tiring >
south
Tarwin's Gap
To either side the tall walls of Tarwin's Gap loom overhead, with the pitch
black peaks of the Mountains of Dhoom beyond. Small tufts of grass poke out
of the rocky soil, among the debris that litters the ground. The way seems
cluttered with boulders to the north, but the gap continues to the south.
[ obvious exits: N S ]
North: A Shienaran scout blends into the surroundings here.
A black wolf growls loudly, poised to leap.

south
* S HP:Healthy MV:Tiring > Inside the Gap
Just to the south, Tarwin's Gap opens out into a large rocky opening among
the foothills of the Mountains of Dhoom. Tall walls loom over the rocky soil
to either side of the pass, casting shadows onto the rocky soil. Sparse tufts
of wiry grass are scattered among the rocks here, and an occasional pebble
comes tumbling down.
[ obvious exits: N S ]
North: A black wolf growls loudly, poised to leap.

south
* S HP:Healthy MV:Tiring > Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ]

* S HP:Healthy MV:Tiring >
south
Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring >
south
Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N S W ]

south
* S HP:Healthy MV:Tiring > Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring > Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]

* S HP:Healthy MV:Tiring >
south
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
West: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A dirty rock lies here. [2]

* S HP:Healthy MV:Tiring >
south
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
A timber wolf is here, snarling hungrily.

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

* S HP:Healthy MV:Tiring >
west
Alas, you cannot go that way...

west
* S HP:Healthy MV:Tiring > By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]

west
* S HP:Healthy MV:Tiring >
west
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E W ]

west
* S HP:Healthy MV:Winded > In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
It would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E W ]

* S HP:Healthy MV:Winded > Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S ]

* S HP:Healthy MV:Winded > Alas, you cannot go that way...

* S HP:Healthy MV:Winded >
where
Players in your Zone
--------------------
Evilynn - Road to Tarwin's Gap
You catch a faint scent of a horse nearby.

south
* S HP:Healthy MV:Winded >
west
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]

* S HP:Healthy MV:Winded > A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]

* S HP:Healthy MV:Winded >
west
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
South: A big brown bear growls angrily about him.

* S HP:Healthy MV:Winded >
south
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
West: An ancient, gnarled tree looms over you.
A big brown bear growls angrily about him.

* S HP:Healthy MV:Winded >
south
west
Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]

south
* S HP:Healthy MV:Winded > A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
North: An ancient, gnarled tree looms over you.

* S HP:Healthy MV:Winded >
south
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]

* S HP:Healthy MV:Winded > A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]

* S HP:Healthy MV:Winded >
east
Before a Cliff's Wall
From the southwestern corner of the hill, the entire western side of the
hill can be viewed. The winding road mirrors the cliff as it provides
passage in a north south route.
[ obvious exits: N S W ]
A black wolf growls loudly, poised to leap.

* S HP:Healthy MV:Winded >
north
Before a Cliff's Wall
To the north a ravine slices west under a bridge and east where it
disappears under the cliff. The ravine has cracked part of the cliff apart
allowing possible scaling of the cliff.
[ obvious exits: E S W ]
A warhorse is here, stamping his feet impatiently.

* S HP:Healthy MV:Winded >
east
h
Climbing a Hill
Impossible for horses to pass ridden, the ravine's destructive path to the
east disappears under the cliff at this point but has opened up a path to
the top of the hill. The rocks are loose and crumble at the slightest of
touches making climbing here treacherous at best.
[ obvious exits: W U ]
A soft leather pouch has been discarded here. [5]
A black vulture is visible flying high in the sky.

z
* S HP:Healthy MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Winded > [backstab h.light]
Backstab who?

* S HP:Healthy MV:Winded >
up
h
Atop a Hill
High atop the hill here, the view is breathtaking. Far to the north the
Mountains of Dhoom rise high above a forest that rests in the foothills.
The road can be seen disappearing into the forest canopy to the north and
winding its way to the south. Twin roads encircle the hill providing two
paths to circumnavigate this obstacle on ones journey.
[ obvious exits: N D ]

z
* S HP:Healthy MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Winded > [backstab h.light]
Backstab who?

* S HP:Healthy MV:Winded >
north
h
z
A Sandstone Obelisk
An odd structure rises here atop the hill. Formed from sandstone, the wind
and elements have shaped the natural obelisk into a twisted form that
reaches towards the skies. The view from here overlooks the dusty landscape
providing excellent scouting opportunites.
[ obvious exits: S ]
A stout timber has been handcarved into the sinuous curves of a longbow.
A chunk of sandstone lies on the ground.
A weapon rack stands on the ground here, ready to store weapons.
*Achillies* is here, fighting the brigand trooper.
The brigand trooper is here, fighting Achillies.
The brigand trooper is here, fighting Achillies.
The brigand trooper is here, fighting Achillies.
The brigand trooper is here, fighting Achillies.
The brigand sergeant is here, fighting Achillies.
The brigand leader is here, fighting Achillies.
A black vulture is visible flying high in the sky.
*Achillies* panics, and attempts to flee!

* S HP:Healthy MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Winded > [backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Winded >
z
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Winded >
z
The brigand leader tickles Achillies's body with his slash.
The brigand sergeant tickles Achillies's body with his slash.
The brigand trooper tickles Achillies's head with his slash.
The brigand trooper barely slashes Achillies's right arm.
The brigand trooper barely tickles Achillies's body with his slash.
The brigand trooper barely slashes Achillies's left arm.
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Winded >
*Achillies* leaves south.

z
* S HP:Healthy MV:Winded >
*Achillies* has arrived from the south.

* S HP:Healthy MV:Winded > The brigand leader slashes Achillies's right arm.
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Winded >
z
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z
*Achillies* tries to blast the brigand leader, but he deflects the blow.
The brigand trooper joins the brigand leader's fight!
The brigand trooper joins the brigand trooper's fight!
The brigand trooper joins the brigand trooper's fight!
The brigand trooper joins the brigand trooper's fight!
The brigand sergeant joins the brigand leader's fight!
The brigand leader barely slashes Achillies's body.
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z

*Achillies* panics, and attempts to flee!

* S HP:Healthy MV:Weary > [backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z
The brigand sergeant tickles Achillies's left foot with his slash.
*Achillies* panics, and attempts to flee!
The brigand trooper barely tickles Achillies's left leg with his slash.
The brigand trooper tickles Achillies's left foot with his slash.
The brigand trooper slashes Achillies's right arm.
The brigand trooper barely slashes Achillies's body.
The brigand leader tickles Achillies's right leg with his slash.
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z
[backstab h.light]
Backstab them?!? They are in the throes of battle!

* S HP:Healthy MV:Weary >
z

*Achillies* leaves south.
*Achillies* has arrived from the south.

* S HP:Healthy MV:Weary > [backstab h.light]
You silently approach your victim...

-
*Achillies* blasts the brigand trooper's body into bloody fragments!

=+**+
The brigand trooper joins the brigand trooper's fight!
The brigand trooper joins the brigand trooper's fight!
The brigand trooper joins the brigand trooper's fight!
The brigand sergeant joins the brigand trooper's fight!
The brigand leader joins the brigand sergeant's fight!

=- -
The brigand leader tickles Achillies's left leg with his slash.
A black vulture leaves south.
The brigand sergeant slashes Achillies's left arm.
The brigand trooper barely slashes Achillies's head.
The brigand trooper barely tickles Achillies's body with his slash.
The brigand trooper tickles Achillies's left leg with his slash.
The brigand trooper tickles Achillies's left arm with his slash.
*Achillies* blasts the brigand trooper's left arm into bloody fragments!
The brigand trooper is dead! R.I.P.
Your blood freezes as you hear the brigand trooper's death cry.
The brigand trooper stops following the brigand sergeant.

=+*
*Achillies* makes a strange sound as you place a silver-winged basilard in his back!
*Achillies* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Achillies*'s death cry.

dhulfiqaar
Posts: 7
Joined: Fri Oct 06, 2023 2:50 am

Re: Stab Thread

Post by dhulfiqaar » Sat Oct 28, 2023 8:39 pm

I was just bragging to someone that I had never been stabbed unless I meant to see if someone would clumsy on me, so I suppose this was karma.

The Dusty Road
[ obvious exits: E S W ]
Zone: Borderlands North of Fal Dara
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
A squat border stone juts from the soil.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Evilynn* is standing here.

* R HP:Battered MV:Tiring > NOTICE
You try to hack *Evilynn*, but she deflects the blow.

* R HP:Battered MV:Tiring - Evilynn: Scratched > NOTICE

*Evilynn* tickles your body with her pierce.
You try to hack *Evilynn*, but she deflects the blow.
The sun sets.
(tic_timer): Tic length updated to: 62.136 seconds.
(tic_timer): Exact aggro pulse

* R HP:Wounded MV:Strong - Evilynn: Scratched > NOTICE

*Evilynn* barely pierces your right leg.

bash
* R HP:Wounded MV:Strong - Evilynn: Scratched > NOTICE


-
*Evilynn* pierces your body.

=
+
*Evilynn* looks at you.

*
*
+
=
-

-
*Evilynn* barely pierces your left leg.

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

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE

*Evilynn* barely pierces your right leg.

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE
zerk
*Evilynn* pierces your left arm.
You try to hack *Evilynn*, but she parries successfully.
*Evilynn* pierces your left leg.
[change mood berserk]
Mood changed to: Berserk

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE
bash


-

(tic_timer): Estimated aggro pulse
=
+
*
*
+
=
-
*Evilynn* pierces your body.


-
*Evilynn* barely pierces your body.

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

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE

*Evilynn* pierces your body.

bash
* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE


*Evilynn* pierces your head.

-
=
+
*
*
+
=
*Evilynn* pierces your body.

-

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

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE

*Evilynn* barely pierces your left hand.

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE

(tic_timer): Estimated aggro pulse

*Evilynn* pierces your left arm.

* R HP:Beaten MV:Strong - Evilynn: Scratched > NOTICE
na lol zerk 2n can't bash her
You narrate 'lol zerk 2n can't bash her'

* R HP:Beaten MV:Strong - Evilynn: Scratched > NOTICE
bash
*Evilynn* barely pierces your body.
You try to hack *Evilynn*, but she parries successfully.


-
=
+
*
*
+
=
-

-
*Evilynn* tickles your body with her pierce.

=
Your bash at *Evilynn* sends her sprawling!

* R HP:Beaten MV:Strong - Evilynn: Scratched > NOTICE

You hack *Evilynn*'s right arm into bloody fragments!

* R HP:Battered MV:Strong - Evilynn: Scratched > NOTICE

(tic_timer): Estimated aggro pulse
bash

You hack *Evilynn*'s right leg into bloody fragments!

* R HP:Battered MV:Strong - Evilynn: Hurt > NOTICE


-
=
+
*
*
+
=
-

*Evilynn* tickles your body with her pierce.

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

* R HP:Beaten MV:Strong - Evilynn: Hurt > NOTICE

You hack *Evilynn*'s head into bloody fragments!

* R HP:Beaten MV:Strong - Evilynn: Hurt > NOTICE

(tic_timer): Estimated aggro pulse

* R HP:Beaten MV:Strong - Evilynn: Hurt > NOTICE

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

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE


-
=
Achillies narrates 'woops was away longer than expected'

+
*

*Evilynn* pierces your right arm.

*
+
*Evilynn* looks at you.

=
-
*Evilynn* pierces your right arm.


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

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE

Achillies narrates 'pk arrive?'

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE

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

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE

(tic_timer): Estimated aggro pulse

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE
You hack *Evilynn*'s body into bloody fragments!


* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE
bash

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE


-
=
+
*

(tic_timer): Tic in 7 seconds!
*
*Evilynn* looks around slowly, as if something is hidden in the room.

+
*Evilynn* pierces your body.

=
-
*Evilynn* barely pierces your body.


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

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE
na on evilynn 2n
You narrate 'on evilynn 2n'

* R HP:Beaten MV:Strong - Evilynn: Wounded > NOTICE

You hack *Evilynn*'s left leg into bloody fragments!
*Evilynn* panics, and attempts to flee!
*Evilynn* leaves west.

* R HP:Beaten MV:Strong > NOTICE
bash
Bash who?

* R HP:Beaten MV:Strong > NOTICE
kill dark
kill h.dark
kill dark
kill h.dark
They aren't here.

* R HP:Beaten MV:Strong > NOTICE

(tic_timer): Estimated aggro pulse
The night has begun.
(tic_timer): Tic length updated to: 61.713 seconds.
(tic_timer): Exact aggro pulse
You are thirsty.
They aren't here.

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

cw
* R HP:Beaten MV:Strong > NOTICE
They aren't here.

* R HP:Beaten MV:Strong > NOTICE
[change mood wimpy]
You try to calm down, but can't.

* R HP:Beaten MV:Strong > NOTICE
cw
cw
cw
[change mood wimpy]
You try to calm down, but can't.

cw
* R HP:Beaten MV:Strong > NOTICE
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 201 hit points.

* R HP:Beaten MV:Strong > NOTICE

Suddenly *someone* places something in your back!
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
Circle of Light
[ obvious exits: D ]
Zone: Circles of Light/Darkness/Ravens
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

* HP:Critical MV:Haggard > NOTICE

Zeeb
Posts: 262
Joined: Tue Nov 17, 2015 6:42 pm

Re: Stab Thread

Post by Zeeb » Tue Oct 31, 2023 3:41 pm

in the chaos at the end of a battle...

You flee head over heels.
A Winding Road
The road here winds east and south, maintaining its path to and from
Tarwin's Gap and the northlands. A sickly heat radiates from the west,
originating in the corrupted vegetation. To the south, a ruined watchtower
can be seen, its burned husk standing stolidly on a small hill.
[ obvious exits: N E S W ]
Shadowing a Road
The grass here has been trampled into an unrecognizable muck. Travelers, in
their hurry to and from Fal Dara, often over-run the turn in the winding
road, and pass through here. Directly to the south, a watchtower can be
seen upon the hill in the same direction. The strong scent of decay is in
the cold northern wind.
[ obvious exits: E S ]
A raven is here, watching.
*Kohaku* is standing here.

o S HP:Critical MV:Weary > [hide ]
You attempt to hide yourself.

[backstab h.light] ary >
You silently approach your victim...


Kohaku bellows 'ytHv IG@'

=
*Kohaku* leaves east.
A raven leaves east.

=
*Kohaku* has arrived from the east.


*Kohaku* makes a strange sound as you place a curved clear dagger in his back!
*Kohaku* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Kohaku*'s death cry.

o S HP:Critical MV:Weary >
*Jaxon* has arrived from the east.

o S HP:Critical MV:Weary >
*Jaxon* tries to scythe you, but you deflect the blow.

o S HP:Critical MV:Weary - Jaxon: Critical >
Rig slices *Jaxon*'s body very hard.
*Jaxon* panics, and attempts to flee!

o S HP:Critical MV:Weary - Jaxon: Critical > narr 1w
0
Rig slices *Jaxon*'s body very hard.
*Jaxon* panics, and attempts to flee!
You pierce *Jaxon*'s body hard.
*Jaxon* is mortally wounded, and will die soon, if not aided.
You narrate '1w'

0
o S HP:Critical MV:Weary - Jaxon: Critical > [kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > 0
[kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > 0
[kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > [kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > 0
0
[kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > 0
[kill light]
You do the best you can!

0
o S HP:Critical MV:Weary - Jaxon: Critical > [kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > [kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > 0
0
0
[kill light]
You do the best you can!

o S HP:Critical MV:Weary - Jaxon: Critical > Rig slices *Jaxon*'s head into bloody fragments!
*Jaxon* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Jaxon*'s death cry.

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