Fail!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Feneon
Posts: 1962
Joined: Sat Dec 19, 2015 5:02 pm

Re: Fail!

Post by Feneon » Fri Aug 15, 2025 8:25 pm

Kiltwich wrote:
Fri Aug 15, 2025 7:57 pm
Feneon wrote:
Fri Aug 15, 2025 7:29 pm
Sort of,
Can you confirm that those sergeants are supposed to assist after a combat round of an ally engaged, or if it specifically needs a combat round with a melee attack to trigger it?


I was in combat for over 3 rounds, and they didn't assist until the aggro pulse and the smob engaged. Being sat by a bash makes things iffy, as certain mechanics count you as unengaged and others count you as engaged -- the bash making me sitting and unengaged for this purpose, but I feel that the combat round while the bash timers were rolling should have counted for the friendly assist check if it works as you noted.
Yeah, that is what I was trying to say. It specifically requires seeing you attack. So fleeing would be useful, to just get a hit in to trigger an assist.

Even though the combat rounds were taking place--this mob is specifically looking for a human to hit a trolloc, then check whether they have a warrant or not, then assist them.

matheus
Posts: 135
Joined: Fri Jul 08, 2016 11:37 pm

Re: Fail!

Post by matheus » Fri Aug 15, 2025 10:53 pm

You have 20(413) hit and 31(170) movement points.
You have scored 99479048 experience points and 3033 quest points.
You need 4020952 exp to level and 6967 qp to rank.
You have amassed 78 Turn points to date.
You have played 84 days and 4 hours (real time).
This ranks you as Matheus the Lord Major [Shienaran Lancer 8] (Level 49).
You are standing.

l
* R HP:Critical MV:Weary > You have already saved during this tic.

* R HP:Critical MV:Weary > where
The Decaying Forest
A never-ending forest stretches out to the east and the sense of evil is
strong. Even though it is dead, it makes lots of noises. Far away to the
southeast one can hear screams from humans, screams of death. All forests
have their secrets and so does this one. There is nothing but endless rows
of trees to the east. South and west the trees continue to look dead.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Weary >
Your heartbeat calms down more as you feel less panicked.

l
Players in your Zone
--------------------
Matheus - The Decaying Forest

* R HP:Critical MV:Weary > kill dark
The Decaying Forest
A never-ending forest stretches out to the east and the sense of evil is
strong. Even though it is dead, it makes lots of noises. Far away to the
southeast one can hear screams from humans, screams of death. All forests
have their secrets and so does this one. There is nothing but endless rows
of trees to the east. South and west the trees continue to look dead.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Critical MV:Weary > deadtrees is now set as your primary door.
w
w
b
The Blighted Forest
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Weary > The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

*Trill* tries to pierce you, but you deflect the blow.
[bash h.dark]

=
*Trill* panics, and attempts to flee!

+
*Trill* leaves north.

n
-kill dark
0
Cancelled.
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A snake is crawling through the water here.

* R HP:Critical MV:Weary > You try to slash *Trill*, but he deflects the blow.

[bash ] ary - Trill: Critical >

+
*Trill* panics, and attempts to flee!

-
*Trill* tries to pierce you, but you deflect the blow.
*Trill* leaves west.

e
=
They're not here anymore!

* R HP:Critical MV:Weary > Decaying Forest
[ obvious exits: W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.

kill dark
* R HP:Critical MV:Weary > 0
w
They aren't here.

* R HP:Critical MV:Weary > kill dark
[bash ]
Bash who?

s
* R HP:Critical MV:Weary > Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.

s
* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

* R HP:Critical MV:Weary > kill dark
Among the Blighted Trees
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A green woodpecker is visible flying high in the sky.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

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

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

* R HP:Critical MV:Weary > kill dark
You try to slash *Trill*, but he parries successfully.

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

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

* R HP:Critical MV:Weary - Trill: Critical > 0
You do the best you can!

* R HP:Critical MV:Weary - Trill: Critical > You are a 576 year old male human hunter.
Your height is 5 feet, 10 inches, and you weigh 181.0 lbs.
You are carrying 0.1 lbs and wearing 27.3 lbs, peanuts.
Your base abilities are: Str:19 Int:14 Wil:16 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 138, Parrying bonus: 154
Your mood is: Brave. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 20% on average.

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

[bash ] ary - Trill: Critical >


*Trill* panics, and attempts to flee!

-
A sickly, blighted deer has arrived from the south.


*Trill* leaves south.

=
They're not here anymore!

* R HP:Critical MV:Weary > s
kill dark
0
An Open Field
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A snake is crawling through the water here.
A rat scurries around trying to get out of sight.

* R HP:Critical MV:Weary > You try to slash *Trill*, but he parries successfully.

*Trill* tries to pierce you, but you deflect the blow.
[bash ]

-
*Trill* panics, and attempts to flee!

=
Your bash at *Trill* sends him sprawling!
*Trill* panics, and attempts to flee!
*Trill* leaves north.

* R HP:Critical MV:Weary > n
kill dark
Among the Blighted Trees
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is sitting here.
A sickly, skinny deer stands here in a daze.
A green woodpecker is visible flying high in the sky.

* R HP:Critical MV:Weary > 0
You try to slash *Trill*, but he parries successfully.

* R HP:Critical MV:Weary - Trill: Critical > You try to slash *Trill*, but he parries successfully.
[bash ]
They already seem to be stunned.

* R HP:Critical MV:Weary - Trill: Critical > 0
[bash ]
They already seem to be stunned.

* R HP:Critical MV:Weary - Trill: Critical > 0
[bash ]
They already seem to be stunned.

* R HP:Critical MV:Weary - Trill: Critical > 0
A green woodpecker panics, and attempts to flee!
A green woodpecker leaves west.
A watersnake has arrived from the south.
You try to slash *Trill*, but he deflects the blow.
[bash ]
They already seem to be stunned.

* R HP:Critical MV:Weary - Trill: Critical > 0
[bash ]
They already seem to be stunned.

* R HP:Critical MV:Weary - Trill: Critical > 0
[bash ]

+
*Trill* panics, and attempts to flee!


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

* R HP:Critical MV:Weary - Trill: Critical >
*Trill* leaves north.

* R HP:Critical MV:Weary > st
2
of
You are already standing.

* R HP:Critical MV:Weary > [change mood brave]
Mood changed to: Brave

* R HP:Critical MV:Weary > [change posture offensive]
Posture changed to: Offensive

* R HP:Critical MV:Weary > n
b
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

* R HP:Critical MV:Weary > [bash h.dark]
Bash who?

* R HP:Critical MV:Weary > n
kill dark
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > They aren't here.

kill dark
* R HP:Critical MV:Weary > e
They aren't here.

* R HP:Critical MV:Weary > kill dark
They aren't here.

* R HP:Critical MV:Weary > 0
Decaying Forest
[ obvious exits: W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

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

* R HP:Critical MV:Weary > w
[bash ]
Bash who?

* R HP:Critical MV:Weary > kill dark
Near the Edge of the Blighted Forest
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A snake is crawling through the water here.

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

kill dark
* R HP:Critical MV:Weary > The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

0
* R HP:Critical MV:Weary > They aren't here.

* R HP:Critical MV:Weary > e
[bash ]
Bash who?

* R HP:Critical MV:Weary > The Blighted Forest
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Weary > dism
w
w
You stop riding him.

* HP:Critical MV:Weary > kill dark
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

* HP:Critical MV:Haggard > Under the Big Tree
[ obvious exits: E ]
A squirrel is here, chittering.
A squirrel is here, chittering.

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

* HP:Critical MV:Haggard > e
e
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
*Trill* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

ri
* HP:Critical MV:Haggard > The Blighted Forest
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently.

* HP:Critical MV:Haggard > [ride horse]
You start riding him.

stat
* R HP:Critical MV:Haggard > You are a 576 year old male human hunter.
Your height is 5 feet, 10 inches, and you weigh 181.0 lbs.
You are carrying 0.1 lbs and wearing 27.3 lbs, peanuts.
Your base abilities are: Str:19 Int:14 Wil:16 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 138, Parrying bonus: 154
Your mood is: Brave. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 20% on average.

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

* R HP:Critical MV:Haggard > w
b
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
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 trolloc leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

* R HP:Critical MV:Haggard > [bash h.dark]
Bash who?

* R HP:Critical MV:Haggard >
A Dha'Fqy QR`T[nO \Bbc ']jn Xt_]MTFk_R BSC yRvw dE\ qaGzBK a^aI QrBjUH '
A Dha'vol trolloc tries to crush you, but you deflect the blow.
A ramshorned trolloc joins a Dha'vol trolloc's fight!
A hooded myrddraal joins a Dha'vol trolloc's fight!

* R HP:Critical MV:Haggard - a Dha'vol trolloc: Scratched > e
No way! You're fighting for your life!

* R HP:Critical MV:Haggard - a Dha'vol trolloc: Scratched > 1
f
A hooded myrddraal slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

You can't ride in there.
A ramshorned trolloc tries to cleave you, but you parry successfully.
You slash a Dha'vol trolloc's body extremely hard.
A Dha'vol trolloc tries to crush you, but you dodge the attack.
[change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee! Dha'vol trolloc: Scratched >


*Trill* tries to pierce you, but you dodge the attack.


You flee head over heels.
The Blighted Forest
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

sco
* R HP:Critical MV:Haggard > 2
You have 29(413) hit and 10(170) movement points.
You have scored 99481498 experience points and 3033 quest points.
You need 4018502 exp to level and 6967 qp to rank.
You have amassed 78 Turn points to date.
You have played 84 days and 4 hours (real time).
This ranks you as Matheus the Lord Major [Shienaran Lancer 8] (Level 49).
You are standing.

* R HP:Critical MV:Haggard > of
[change mood brave]
Mood changed to: Brave

stat
* R HP:Critical MV:Haggard > [change posture offensive]
Posture changed to: Offensive

* R HP:Critical MV:Haggard > You are a 576 year old male human hunter.
Your height is 5 feet, 10 inches, and you weigh 181.0 lbs.
You are carrying 0.1 lbs and wearing 27.3 lbs, peanuts.
Your base abilities are: Str:19 Int:14 Wil:16 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 138, Parrying bonus: 154
Your mood is: Brave. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 20% on average.

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

* R HP:Critical MV:Haggard > tv
qv
[take yellow pack]
You get a thin vial of yellow fluid from an embroidered, cotton shoulder bag.

* R HP:Critical MV:Haggard > 2
[quaff vial]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

of
* R HP:Critical MV:Weary > [change mood brave]
Mood changed to: Brave

* R HP:Critical MV:Weary > stat
[change posture offensive]
Posture changed to: Offensive

* R HP:Critical MV:Weary > l
You are a 576 year old male human hunter.
Your height is 5 feet, 10 inches, and you weigh 181.0 lbs.
You are carrying 0.1 lbs and wearing 27.2 lbs, peanuts.
Your base abilities are: Str:19 Int:14 Wil:16 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 138, Parrying bonus: 154
Your mood is: Brave. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 20% on average.

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

* R HP:Critical MV:Weary > save
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Weary > Saving Matheus.

* R HP:Critical MV:Weary > cw 20
w
b
[change wimpy]
You will now flee if you go below 20 hit points.

* R HP:Critical MV:Weary > The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
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 trolloc leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

[bash h.dark] ary >


*Trill* tries to pierce you, but you parry successfully.

*
*Trill* assumes a defensive striking posture.


A Dha'vol trolloc joins Trill's fight!
A ramshorned trolloc joins a Dha'vol trolloc's fight!
A hooded myrddraal joins a Dha'vol trolloc's fight!
A hooded myrddraal slashes your body very hard.
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.
You swiftly dodge a ramshorned trolloc's attempt to cleave you.
You swiftly dodge a Dha'vol trolloc's attempt to crush you.
*Trill* tries to pierce you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
*Trill* panics, and attempts to flee!

* R HP:Critical MV:Winded - Trill: Critical > 1
f
[change mood wimpy]
Mood changed to: Wimpy

You panic and attempt to flee!ill: Critical >


You flee head over heels.
The Blighted Forest
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Winded > 2
of
sco
save
l
[change mood brave]
Mood changed to: Brave

* R HP:Critical MV:Winded > [change posture offensive]
Posture changed to: Offensive

* R HP:Critical MV:Winded > You have 23(413) hit and 62(170) movement points.
You have scored 99480090 experience points and 3033 quest points.
You need 4019910 exp to level and 6967 qp to rank.
You have amassed 78 Turn points to date.
You have played 84 days and 4 hours (real time).
This ranks you as Matheus the Lord Major [Shienaran Lancer 8] (Level 49).
You are standing.

* R HP:Critical MV:Winded > stat
Saving Matheus.

* R HP:Critical MV:Winded > l
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Winded > kill dark
You are a 576 year old male human hunter.
Your height is 5 feet, 10 inches, and you weigh 181.0 lbs.
You are carrying 0.1 lbs and wearing 27.2 lbs, peanuts.
Your base abilities are: Str:19 Int:14 Wil:16 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 138, Parrying bonus: 154
Your mood is: Brave. You will flee below: 20 Hit Points
Your posture is: Offensive.
Your armor absorbs about 20% on average.

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

* R HP:Critical MV:Winded > Tienelle chats 'so far this smobbing thing sucks'
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

kill dark
* R HP:Critical MV:Winded > They aren't here.

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

* R HP:Critical MV:Winded > l
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Winded > l
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Winded > deadroots is now set as your primary door.
2
of
[change mood brave]
Mood changed to: Brave

* R HP:Critical MV:Winded > save
[change posture offensive]
Posture changed to: Offensive

* R HP:Critical MV:Winded > l
You have already saved during this tic.

* R HP:Critical MV:Winded > The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Critical MV:Winded > w
b
The Blighted Woods
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Trill* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.

[bash h.dark] nded >


*Trill* tries to pierce you, but you parry successfully.

=
*Trill* tries to pierce you, but you deflect the blow.

*
*Trill* tries to pierce you, but you deflect the blow.
A Dha'vol trolloc joins Trill's fight!
A ramshorned trolloc joins a Dha'vol trolloc's fight!
A hooded myrddraal joins a Dha'vol trolloc's fight!
*Trill* panics, and attempts to flee!

=
Your bash at *Trill* sends him sprawling!

* R HP:Critical MV:Winded - Trill: Critical >
Someone slashes your right arm into bloody fragments!
You are mortally wounded, and will die soon, if not aided.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Light
[ obvious exits: D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.
A well-muscled and confident looking blademaster stands here.

Teveyl
Posts: 32
Joined: Thu Sep 30, 2021 5:38 pm

Re: Fail!

Post by Teveyl » Sun Aug 17, 2025 10:20 am

Trying to kill tall thief with earthquake and bash when...:


* HP:Scratched SP:Good MV:Strong > Center of the Spine
Bones are scattered throughout this part of the tunnel. The sickening smell
of rotting flesh and sour blood wafts to your nose. The levee system leads
up, but appears to be broken. To the west, there is another room with a
levee, that appears to smell better and work.
[ obvious exits: W U ]

* HP:Scratched SP:Good MV:Strong > sei


You feel the flows of saidin coursing through your body.

ee
[channel 'earthquake'] MV:Strong >
You begin to weave the appropriate flows...

+
Mephistopheles narrates 'we 1w of ya'

+
Ok.
The earth trembles and shivers beneath your feet..!
A tall thief vibrates and is knocked about.

* HP:Scratched SP:Fading MV:Strong - a tall thief: Battered > fb

You try to slice a tall thief, but he parries successfully.
Someone tries to pierce you, but you parry successfully.

[channel 'fireball' h.man]V:Strong - a tall thief: Battered >
You begin to weave the appropriate flows...


Mephistopheles has arrived from the west.
An elite trolloc has arrived from the west.
Desperation has arrived from the west.

*
Someone tries to pierce you, but you deflect the blow.

+
Ok.
Fire coalesces into a ball at your hands, which you launch at a tall thief.

* HP:Scratched SP:Trickling MV:Strong - a tall thief: Battered >
Mephistopheles leaves west.
An elite trolloc leaves west.
Desperation leaves west.

* HP:Scratched SP:Trickling MV:Strong - a tall thief: Battered >
Someone tries to pierce you, but you parry successfully.

* HP:Scratched SP:Trickling MV:Strong - a tall thief: Battered > fb
[channel 'fireball' h.man]
Nobody here by that name.

* HP:Scratched SP:Trickling MV:Strong - a tall thief: Battered >
You try to slice someone, but he parries successfully.
A tall thief pierces your body.

* HP:Scratched SP:Trickling MV:Strong - a tall thief: Battered > fb
A tall thief panics, and attempts to flee!
[channel 'fireball' h.man]
Nobody here by that name.
Mephistopheles has arrived from the west.
An elite trolloc has arrived from the west.
Desperation has arrived from the west.

* HP:Scratched SP:Trickling MV:Strong > l
00
Center of the Spine
Bones are scattered throughout this part of the tunnel. The sickening smell
of rotting flesh and sour blood wafts to your nose. The levee system leads
up, but appears to be broken. To the west, there is another room with a
levee, that appears to smell better and work.
[ obvious exits: W U ]
Desperation the Darkling Senior is standing here.
An elite trolloc stands ready to obey orders.
Mephistopheles the Myrddraal is standing here.

* HP:Scratched SP:Trickling MV:Strong > [k h.light]
They aren't here.
Mephistopheles leaves west.
You follow Mephistopheles.

Deep Within the Spine
The sounds that echo through the rest of the tunnel all fall silent here,
as though all life was just cut short. The levee system squeaks silently as
the rope swings in a breeze that escaped into the tunnel. The cool air is
deathly silent, and it might be a good idea to move on.
[ obvious exits: E U ]
A small purse is here.
A remnant of the Age of Legends juts from the soil.
Mephistopheles the Myrddraal is standing here.
An elite trolloc has arrived from the east.
Desperation has arrived from the east.

o HP:Scratched SP:Trickling MV:Strong > l
Deep Within the Spine
The sounds that echo through the rest of the tunnel all fall silent here,
as though all life was just cut short. The levee system squeaks silently as
the rope swings in a breeze that escaped into the tunnel. The cool air is
deathly silent, and it might be a good idea to move on.
[ obvious exits: E U ]
A small purse is here.
A remnant of the Age of Legends juts from the soil.
Desperation the Darkling Senior is standing here.
An elite trolloc stands ready to obey orders.
Mephistopheles the Myrddraal is standing here.

o HP:Scratched SP:Trickling MV:Strong > l
l
Deep Within the Spine
The sounds that echo through the rest of the tunnel all fall silent here,
as though all life was just cut short. The levee system squeaks silently as
the rope swings in a breeze that escaped into the tunnel. The cool air is
deathly silent, and it might be a good idea to move on.
[ obvious exits: E U ]
A small purse is here.
A remnant of the Age of Legends juts from the soil.
Desperation the Darkling Senior is standing here.
An elite trolloc stands ready to obey orders.
Mephistopheles the Myrddraal is standing here.

o HP:Scratched SP:Trickling MV:Strong > Deep Within the Spine
The sounds that echo through the rest of the tunnel all fall silent here,
as though all life was just cut short. The levee system squeaks silently as
the rope swings in a breeze that escaped into the tunnel. The cool air is
deathly silent, and it might be a good idea to move on.
[ obvious exits: E U ]
A small purse is here.
A remnant of the Age of Legends juts from the soil.
Desperation the Darkling Senior is standing here.
An elite trolloc stands ready to obey orders.
Mephistopheles the Myrddraal is standing here.

o HP:Scratched SP:Trickling MV:Strong > scna u
scna u
scna u
Arglebargle, glop-glyf!?!

o HP:Scratched SP:Trickling MV:Strong > Arglebargle, glop-glyf!?!

o HP:Scratched SP:Trickling MV:Strong > scna u
Arglebargle, glop-glyf!?!

o HP:Scratched SP:Trickling MV:Strong > Arglebargle, glop-glyf!?!

o HP:Scratched SP:Trickling MV:Strong > scan u
scan u
scan u

o HP:Scratched SP:Trickling MV:Strong >
o HP:Scratched SP:Trickling MV:Strong >
l
o HP:Scratched SP:Trickling MV:Strong > Deep Within the Spine
The sounds that echo through the rest of the tunnel all fall silent here,
as though all life was just cut short. The levee system squeaks silently as
the rope swings in a breeze that escaped into the tunnel. The cool air is
deathly silent, and it might be a good idea to move on.
[ obvious exits: E U ]
A small purse is here.
A remnant of the Age of Legends juts from the soil.
Desperation the Darkling Senior is standing here.
An elite trolloc stands ready to obey orders.
Mephistopheles the Myrddraal is standing here.

o HP:Scratched SP:Trickling MV:Strong > scan e
scan e

o HP:Scratched SP:Trickling MV:Strong > rel
You sense a hidden life form in the area...

o HP:Scratched SP:Trickling MV:Strong > Ok.

o HP:Scratched SP:Trickling MV:Strong > sei
You feel the flows of saidin coursing through your body.

o HP:Scratched SP:Trickling MV:Strong > over
You draw on the True Source deeply, and still more deeply, like a person dying of thirst.
Your skin feels as if it were aflame.
The air turns to fire, the fire liquified.
You are caught too close to the flames.
An elite trolloc is caught too close to the flames!
You are caught too close to the flames.

o HP:Critical SP:Bursting MV:Strong >
Mephistopheles narrates 'is 1e'

o HP:Critical SP:Bursting MV:Strong > rel
Ok.

stat
o HP:Critical SP:Bursting MV:Strong > sco
You are a 667 year old male dreadlord channeler.
Your posture is: Defensive.
Your armor absorbs about 20% on average.

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

o HP:Critical SP:Bursting MV:Strong > You have 4(280) hit and 122(150) movement points.


o HP:Critical SP:Bursting MV:Strong > narr ah dung
You narrate 'ah dung'

o HP:Critical SP:Bursting MV:Strong > rest
You sit down and rest your tired bones.

where
o HP:Critical SP:Bursting MV:Strong > Players in your Zone
--------------------
Desperation - Deep Within the Spine
Teveyl - Deep Within the Spine
Mephistopheles - Deep Within the Spine

o HP:Critical SP:Bursting MV:Strong >
Arrrgggh!!! Your body is on fire, and then it's gone!
You stop following Mephistopheles.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.


Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.

[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.

o HP:Critical SP:Bursting MV:Haggard >
If you'd like some equipment to help you get back into the fight then say rekit.

* HP:Critical SP:Bursting MV:Haggard >
You can type 'warrior/hunter/rogue practice' in this room to summon trainers. Dismiss trainer once you are finished.

* HP:Critical SP:Bursting MV:Haggard > tell fade of do i lose eq?
No-one by that name here..

* HP:Critical SP:Bursting MV:Haggard >
Desperation narrates 'well damn'

* HP:Critical SP:Bursting MV:Haggard > tell mephistopheles do i lose eq?
You tell Mephistopheles 'do i lose eq?'

* HP:Critical SP:Bursting MV:Haggard >
Mephistopheles tells you 'yeah'

* HP:Critical SP:Bursting MV:Haggard >
Desperation narrates 'what just hapened'

Mephistopheles tells you 'nothing in corpse'



Forgot fail on over channel can incinerate! RIP Lamens sword

Errtu
Posts: 31
Joined: Fri May 21, 2021 5:51 pm

Re: Fail!

Post by Errtu » Tue Aug 19, 2025 1:57 pm

LOL

yes on the whole it wasnt smart either, but stil LOL


Garkag has arrived from the east.
[k light]
You try to smite *Castien*, but he deflects the blow.

o S HP:Battered MV:Tiring - Castien: Scratched >
0
*Castien* pierces your head.
Garkag tries to lance *Castien*, but he parries successfully.
[k light]
You do the best you can!

a
o S HP:Battered MV:Tiring - Castien: Scratched > [k light]
You do the best you can!

o S HP:Battered MV:Tiring - Castien: Scratched >
[where ]
Players in your Zone
--------------------
Garkag - The Dusty Road
Errtu - The Dusty Road

cb
o S HP:Battered MV:Tiring - Castien: Scratched >
b
[k light]
You do the best you can!

o S HP:Battered MV:Tiring - Castien: Scratched >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 122 hit points.

o S HP:Battered MV:Tiring - Castien: Scratched >
[bash ]


5
a
-
a
=
+
*Castien* barely pierces your right leg.

a
Cancelled.
[change wimp 0]
You won't flee from any fight now.

o S HP:Battered MV:Tiring - Castien: Scratched > [k light]
You do the best you can!

a
o S HP:Battered MV:Tiring - Castien: Scratched >
[k light]
You do the best you can!

o S HP:Battered MV:Tiring - Castien: Scratched >
*Castien* pierces your body.
[k light]
You do the best you can!

o S HP:Battered MV:Tiring - Castien: Scratched >
[k light]
You do the best you can!

b
o S HP:Battered MV:Tiring - Castien: Scratched >

*Castien* avoids being bashed by Garkag who loses his balance and falls!

o S HP:Battered MV:Tiring - Castien: Scratched >
[bash ]


-
=
+
*Castien* pierces your left leg.

*
*
+
=-
*Castien* pierces your left leg.


Garkag quaffs a cup of thready brown tea.

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

o S HP:Beaten MV:Tiring - Castien: Scratched >

*Castien* pierces your head.

o S HP:Beaten MV:Tiring - Castien: Scratched >
na win it
*Castien* avoids being bashed by Garkag who loses his balance and falls!
You narrate 'win it'

o S HP:Beaten MV:Tiring - Castien: Scratched >
*Castien* nods at Garkag.

a
o S HP:Beaten MV:Tiring - Castien: Scratched >
a
*Castien* pierces your right leg.
You try to smite *Castien*, but he parries successfully.
[k light]
You do the best you can!

o S HP:Beaten MV:Tiring - Castien: Scratched > [k light]
You do the best you can!

a
o S HP:Beaten MV:Tiring - Castien: Scratched >
b
[k light]
You do the best you can!

o S HP:Beaten MV:Tiring - Castien: Scratched >
[bash ]


-
=
+
Garkag clambers to his feet.

*
*Castien* pierces your left hand.
Garkag tries to lance *Castien*, but he deflects the blow.

*
Garkag tries to lance *Castien*, but he parries successfully.
*Castien* pierces your body.

+
=
-

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

o S HP:Beaten MV:Tiring - Castien: Scratched >
b

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


o S HP:Beaten MV:Tiring - Castien: Scratched >
*Castien* avoids being bashed by Garkag who loses his balance and falls!

o S HP:Beaten MV:Tiring - Castien: Scratched >
[bash ]


-
=
+
*

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


*
+
=-
A raven caws 'Baran is at Nearing Fal Dara'


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

o S HP:Beaten MV:Tiring - Castien: Scratched >

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


o S HP:Critical MV:Tiring - Castien: Scratched >

*Castien* avoids being bashed by Garkag who loses his balance and falls!

o S HP:Critical MV:Tiring - Castien: Scratched >
cw

*Castien* barely pierces your right arm.
You wish that your wounds would stop BLEEDING so much!


f
o S HP:Critical MV:Tiring - Castien: Scratched >
n
e
[change mood wimpy]
Mood changed to: Wimpy

e
o S HP:Critical MV:Tiring - Castien: Scratched > You panic and attempt to flee!

Rakkard narrates 'baran in dog'
You flee head over heels.
Dusty Road by Fal Dara
The road branches here, the main route leading north and south while a
wider offshoot leads up a hill to the west, approaching the gates of Fal
Dara. Despite the terrain, the ground appears well trodden and in good
repair, obviously worn down by constant use.
[ obvious exits: N S ]
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a human leaving north.
An iron lantern hangs from the wall above the gate.
The Dusty Road
The road here continues to the east and west here, bordered by impenetrable
forest. Walking along the road, you notice the recent tracks of a couple of
wagons along the road, along with some horses. To your northwest, you can see
a tower poking up through the trees. To the south, you can see the spires
of Fal Dara poking over a hill.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a horse leaving east.
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.
A squat border stone juts from the soil.
Garkag the Pugnacious Ram is here, fighting Castien.
*Castien* is here, fighting Garkag.
A gray palfrey prances skittishly nearby.

o S HP:Critical MV:Tiring > The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a human leaving east.

o S HP:Critical MV:Tiring >
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a human leaving east.

o S HP:Critical MV:Tiring >
e

Garkag narrates 'meh cant bash him'

e
e
o S HP:Critical MV:Tiring >
e
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a human leaving west.
A raven is here flying around.

o S HP:Critical MV:Tiring >
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
A stealthy cougar gracefully makes its way through the terrain.

o S HP:Critical MV:Winded >
n
Road to Tarwin's Gap
Both to the north and south, the forest stretches on. The jagged black peaks
of the Mountains of Dhoom can be seen thrusting into the northern sky. To the
northwest, the tip of a tower can be seen poking through the forest, while the
road itself leads east and west. Ancient and broken road markers are set into
the earth beside the road, half-buried by time.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a human leaving east.

o S HP:Critical MV:Winded >
e
The Dusty Road
The dusty road plunges deeper into the sickly forest. The smell of rotten wood
permeates through the deathly still air. Twisted trees border the road, their
boughs crossing over the road forming a natural archway.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a human leaving east.

o S HP:Critical MV:Winded >
A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

o S HP:Critical MV:Winded >
A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

o S HP:Critical MV:Winded >
na i out
e
You narrate 'i out'

e
e
o S HP:Critical MV:Winded >
e
e
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
A rat scurries around trying to get out of sight, surrounded by a dark aura.

o S HP:Critical MV:Winded >
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.

A big sign has been put up here.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

o S HP:Critical MV:Winded >
stat
A Pine Forest
Pine needles, long since turned brown cover the forest floor. Giant
mushrooms thrive on the decaying matter. Some form large plate-like
growths, others more tubular in nature. The trees grow in such proximity it
becomes very difficult to move through the forest.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

o S HP:Critical MV:Winded >
A Pine Forest
The forest here is thinning a bit, with the northern and eastern faces of
this section scarred from battles waged nearby. Pine needles cover the
floor, knocked down by travelers. A road can be made out to the north and
east.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.

o S HP:Critical MV:Winded >
n
A Winding Road
The road bends here on its southern path past the crumbling tower to the
north. A pine wood forest lies to the west and south, blanketing the road
as it winds its way through the rugged terrain.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving east.
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Winded >
You are a 939 year old male trolloc hunter.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 3.6 lbs and wearing 76.4 lbs, light.
Your base abilities are: Str:19 Int:7 Wil:11 Dex:18 Con:19.
Offensive bonus: 163, Dodging bonus: 1, Parrying bonus: 20
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 80% on average.

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

* S HP:Critical MV:Winded >
j
A Winding Road
The road winds sharply here, heading south and east. The hard-packed earth
makes little impression of traveling groups other than wagons. Small stones
litter the ground, making travel uncomfortable.
[ obvious exits: E S W ]
There are some tracks of a horse leaving east.
There are some tracks of a ridden mount leaving east.

n
o S HP:Critical MV:Winded >
e
Garkag narrates 'bashed'
[notice ]
You stop paying increased attention to your surroundings.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
Amongst the Rubble
Large stones and small cover the immediate area. Most are worn from the
elements, but one side on each has been smoothed and polished. There is no
pattern to them, other than in its randomness. The ground is pitted in some
places, and many of the stones are somewhat underground.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of a human leaving south.
There are some tracks of a trolloc leaving south.

o S HP:Critical MV:Winded >
s
s
w
A Winding Road
The road continues east and west, around the hill, with a small path
leading north. The path is covered with rocks, their source being the
almost destroyed watchtower further north. Small rocks litter the ground
here, having been kicked about by the many Shienaran patrols that pass
through the area.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving east.

w
o S HP:Critical MV:Winded >
sc
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
A Winding Road
The road bends here on its southern path past the crumbling tower to the
north. A pine wood forest lies to the west and south, blanketing the road
as it winds its way through the rugged terrain.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving west.
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Winded >
A Pine Forest
The forest here is thinning a bit, with the northern and eastern faces of
this section scarred from battles waged nearby. Pine needles cover the
floor, knocked down by travelers. A road can be made out to the north and
east.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a humanoid leaving east.

o S HP:Critical MV:Winded >
You have 49(407) hit and 93(265) movement points.
You have scored 110473134 experience points and 1149 quest points.
You need 8026866 exp to level and 1851 qp to rank.
You have acquired 191 alt qps to date.
You have amassed 91 Turn points to date.
You have played 221 days and 8 hours (real time).
This ranks you as Errtu the Darkling Master [Dha'vol 7] (Level 51).
You are standing.

o S HP:Critical MV:Winded >
w
w
A Pine Forest
Pine needles, long since turned brown cover the forest floor. Giant
mushrooms thrive on the decaying matter. Some form large plate-like
growths, others more tubular in nature. The trees grow in such proximity it
becomes very difficult to move through the forest.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

w
o S HP:Critical MV:Winded >
A Winding Road
The road continues its path through the thick forest. Deep ruts slash
through the road like old scars. The hard earth is packed from countless
forays made by Shienaran soldiers. To the east and west dense forest
borders the road.

A big sign has been put up here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving north.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

o S HP:Critical MV:Winded >
A Pine Forest
The trees arch their limbs away from the road lying to the east and south.
Several branches have been hacked off from someone attempting to wade through
the thick brambles and intertwining trees. To the north the trees become so
thickly meshed, passage would be futile.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

w
o S HP:Critical MV:Winded >
w
A Pine Forest
A fallen oak tree, blasted two spans from its roots, rests its dead branches on
the forest floor. A lightning strike must have severed the ancient tree. Pine
trees surround their distant cousin, moving in closer over the years seeking
the sunlight drifting in from the open canopy.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving west.

o S HP:Critical MV:Winded > A Pine Forest
Just north of the dusty road, already it becomes difficult to catch gilmpses of
what lies south. Sharp thorny bushes thrive in this environment, surrounding
trees then plunging their feelers deep into the once mighty oaks. A slight mist
rises up from the forest floor where bacteria and fungii decompose fallen
branches.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

o S HP:Critical MV:Winded >
w
w
w
Thick Forest
Thick hedges thicken into a dark and gloomy forest here. Trees, gnarled and
twisted, cover the ground. To the north, through a break in the trees, the
black jagged peaks of the Mountains of Dhoom can be glimpsed. To the south
lies the road to Tarwin's Gap, leading through the forest.
[ obvious exits: N E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.

o S HP:Critical MV:Winded > Thorny Hedges
The thorny hedges here prick you wherever you move, and you aren't very
willing to stay here and get pricked more. The bushes to the west have
thickened into impenetrablity, but you can still make you way north into more
thorny hedges, as well as east, into thinner bushes. To your south, you can
spot the old road.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a human leaving south.

o S HP:Critical MV:Weary >
cb
Alas, you cannot go that way...

o S HP:Critical MV:Weary >
[change mood brave]
Mood changed to: Brave

o S HP:Critical MV:Weary >
a
Your heartbeat calms down more as you feel less panicked.
[k light]
They aren't here.

0
a
o S HP:Critical MV:Winded >
[where ]
Players in your Zone
--------------------
Errtu - Thorny Hedges
Garkag - The Dusty Road
You catch a faint scent of a horse nearby.

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

o S HP:Critical MV:Winded >
You are a 939 year old male trolloc hunter.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 3.6 lbs and wearing 76.4 lbs, light.
Your base abilities are: Str:19 Int:7 Wil:11 Dex:18 Con:19.
Offensive bonus: 185, Dodging bonus: 1, Parrying bonus: 16
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 80% on average.

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

o S HP:Critical MV:Winded >
na smell
You narrate 'smell'

s
w
o S HP:Critical MV:Winded >
w
Road to Tarwin's Gap
You stand on an old road, bordered by trees to the south and thick hedges
to the north. To both the east and west, the road leads through the forest.
The tip of a tower can be seen poking through the forest to the northeast,
against the backdrop of dark and foreboding peaks far to the north.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
A stealthy cougar gracefully makes its way through the terrain.

o S HP:Critical MV:Winded >
w
w
The Dusty Road
The north edge of the road is bordered by thorny hedges that you don't care to
venture near, and the south is blocked by a thick growth of trees. Looking
around, you notice the top of a tower poking up through the trees. You don't
have much option but to continue along the road to the east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
A raven is here flying around.

w
o S HP:Critical MV:Winded >
w
The Dusty Road
The old road stretches west, deeper into the forest, and east, out towards
the plains here. Around you, thorny hedges continue along the north of the
road, blocking that direction. The way south is blocked by an impenetrable
wall of trees. Looking around, you notice a tower to your northwest. The
city walls of Fal Dara can be see through the trees to the south, and
looking up there is an old murder-hole strutting out over the road.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.

o S HP:Critical MV:Winded > The Dusty Road
To the north of the road, hedges and trees merge to become one, fading into an
impenetrable wall. The south is bordered by an almost identical wall of trees,
which seem as if they have grown into each other. You can spot the tip of a
tower poking up through the trees to the northwest. The road continues to the
east and west from here.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
w
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving east.
*Baran* is standing here, riding a wild stallion.
*Castien* is standing here.
Garkag the Pugnacious Ram is standing here.

* S HP:Critical MV:Winded >
*Castien* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!

Garkag leaves east.
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
n
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
f
A black messenger pigeon flutters its wings.
A black messenger pigeon leaves east.
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
w
w
*Baran* blasts your left leg.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

w
* S HP:Critical MV:Winded - Castien: Hurt >
PANIC! You couldn't escape!

* S HP:Critical MV:Winded - Castien: Hurt > You try to smite *Castien*, but he deflects the blow.
*Castien* pierces your body.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
f
w
w
*Castien* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Critical MV:Winded - Castien: Hurt > No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
No way! You're fighting for your life!

* S HP:Critical MV:Winded - Castien: Hurt >
f
*Baran* blasts your left leg.
You wish that your wounds would stop BLEEDING so much!

You try to smite *Castien*, but he parries successfully.
*Castien* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Critical MV:Winded - Castien: Hurt >
cw
f
w
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Critical MV:Winded - Castien: Hurt > *Castien* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

*someone* blasts your body hard.
You are mortally wounded, and will die soon, if not aided.
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.


Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.

[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.

Penetrator
Posts: 89
Joined: Thu Sep 29, 2016 8:02 am

Re: Fail!

Post by Penetrator » Fri Aug 22, 2025 1:48 pm

God you suck

Please see correct method of dealing with dodgers

viewtopic.php?f=75&t=18865&sid=05fee071 ... dc18af5bd8

THANKYOU FOR YOUR ATTETION IN THIS MATTER

Artorias
Posts: 58
Joined: Tue Jul 11, 2023 12:50 am

Re: Fail!

Post by Artorias » Mon Aug 25, 2025 6:35 pm

* R HP:Healthy MV:Full > Dusty Road by Fal Dara
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a shadow stallion.
A young Tower Guard has arrived from the south.

* R HP:Healthy MV:Full >
3
b
[k dark]
*Jestin* swiftly dodges your attempt to slash him.

* R HP:Healthy MV:Full - Jestin: Battered > [bash ]

-
The Malkiergate closes quietly.
*Jestin* tries to strike you, but you deflect the blow.

=+
*Jestin* looks at you.

*
*Jestin* panics, and attempts to flee!
Shenkt calls for the Malkiergate to be opened.
The Malkiergate is opened from the other side.

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

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

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

* R HP:Healthy MV:Full >
*Jestin* leaves north riding a shadow stallion.

* R HP:Healthy MV:Full >
stand
You stand up.

cpo
* R HP:Healthy MV:Full >
north
[change posture offensive]
Posture changed to: Offensive

* R HP:Healthy MV:Full >
3
b
The Dusty Road
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
A squat border stone juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a shadow stallion.
A young Tower Guard has arrived from the south.

* R HP:Healthy MV:Full > [k dark]
You try to slash *Jestin*, but he parries successfully.

* R HP:Healthy MV:Full - Jestin: Battered > [bash ]

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

+=- -=
As *Jestin* avoids your bash, you topple over and fall to the ground!
*Jestin* panics, and attempts to flee!
*Jestin* leaves east riding a shadow stallion.

* R HP:Healthy MV:Full >
stand

*Jestin* has arrived from the east, riding a shadow stallion.

* R HP:Healthy MV:Full > You are already standing.

* R HP:Healthy MV:Full >
3
b
[k dark]
You try to slash *Jestin*, but he deflects the blow.

* R HP:Healthy MV:Full - Jestin: Battered > [bash ]

-=+**+=
Your body is pierced by razor sharp ice spikes sent by *Jestin*!

- -
*Jestin* panics, and attempts to flee!

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

* R HP:Hurt MV:Full >
*Jestin* leaves west riding a shadow stallion.

* R HP:Hurt MV:Full >
nar sigh can't land
You narrate 'sigh can't land'

* R HP:Hurt MV:Full >
stand
2
You stand up.

* R HP:Hurt MV:Full > [k h.dark]
They aren't here.

west
* R HP:Hurt MV:Full >
2
b
The Dusty Road
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here, riding a shadow stallion.
A young Tower Guard has arrived from the east.

* R HP:Hurt MV:Full > [k h.dark]
You try to slash *Jestin*, but he deflects the blow.

* R HP:Hurt MV:Full - Jestin: Battered > [bash ]

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

* R HP:Hurt MV:Full - Jestin: Battered >
be
[change mood berserk]
Mood changed to: Berserk

* R HP:Hurt MV:Full - Jestin: Battered >
You try to slash *Jestin*, but he deflects the blow. <--- can't even hit when do land

* R HP:Hurt MV:Full - Jestin: Battered >
sigh
You sigh.

* R HP:Hurt MV:Full - Jestin: Battered >
*Jestin* leaves west riding a shadow stallion.

* R HP:Hurt MV:Full >
*Jestin* has arrived from the west, riding a shadow stallion.

* R HP:Hurt MV:Fresh >
cpo
[change posture offensive]
Posture changed to: Offensive

3
* R HP:Hurt MV:Fresh >
b
[k dark]
You try to slash *Jestin*, but he parries successfully.

* R HP:Hurt MV:Fresh - Jestin: Battered > [bash ]

-=+**+=
Your body is pierced by razor sharp ice spikes sent by *Jestin*!

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

* R HP:Wounded MV:Fresh >
stand
ss
2
You stand up.

b
* R HP:Wounded MV:Fresh > [order young assist artorias]
Ok.

* R HP:Wounded MV:Fresh >
Your body is pierced by razor sharp ice spikes sent by *Jestin*!

* R HP:Wounded MV:Fresh - Jestin: Battered >
*Jestin* tries to strike you, but you deflect the blow.

* R HP:Wounded MV:Fresh - Jestin: Battered > [k h.dark]
You do the best you can!

* R HP:Wounded MV:Fresh - Jestin: Battered > [bash ]

-=+**+=- -
Your body is pierced by razor sharp ice spikes sent by *Jestin*!

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

* R HP:Battered MV:Fresh - Jestin: Battered >
/ bash jestin
b
[order young]
Ok.

* R HP:Battered MV:Fresh - Jestin: Battered > Cancelled.
Your body is pierced by razor sharp ice spikes sent by *Jestin*!
[bash ]

-
*Jestin* tries to strike you, but you deflect the blow.

=+**+
Jestin avoids being bashed by a young Tower Guard who loses his balance and falls!

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

* R HP:Beaten MV:Fresh - Jestin: Battered >
You are incapacitated and will slowly die, if not aided.

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