kill light
o HP:Beaten MV:Winded > They aren't here.
n
o HP:Beaten MV:Winded > kill light
They aren't here.
o HP:Beaten MV:Winded > n
They aren't here.
kill light
o HP:Beaten MV:Winded > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.
o HP:Beaten MV:Winded > They aren't here.
o HP:Beaten MV:Winded > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
*Kokoro* is standing here, riding a warhorse.
*Kokoro* leaves south riding a warhorse.
o HP:Beaten MV:Winded > They aren't here.
o HP:Beaten MV:Winded > s
s
kill light
bash
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
* HP:Beaten MV:Winded > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A strong trolloc stands here, snout sniffing the wind.
o HP:Beaten MV:Weary > They aren't here.
o HP:Beaten MV:Weary > Bash who?
o HP:Beaten MV:Weary > kill light
*Kokoro* has arrived from the north, riding a warhorse.
kill light
* HP:Beaten MV:Weary > You try to slash *Kokoro*, but he parries successfully.
* HP:Beaten MV:Weary - Kokoro: Beaten > bash h.light
You do the best you can!
+TICK IN 5 SECONDS. - Kokoro: Beaten >
change mood wimpy
flee
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee! Beaten >
*Kokoro* sends you sprawling with a powerful bash!
A sickly, blighted deer has arrived from the west.
A strong trolloc barely pounds Kokoro's body.
A strong trolloc barely pounds Kokoro's left foot.
*Kokoro* crushes your right leg.
The sky starts to get cloudy.
Your heartbeat calms down more as you feel less panicked.
Timer now at 60 secs.
change mood brave
kill light
kill light
*Vianca* has arrived from the east, riding a bloodstock stallion.
*Vianca* pierces your body.
*Vianca* pierces your body.
A strong trolloc pounds Kokoro's body.
*Kokoro* crushes your right leg hard.
*Kokoro* panics, and attempts to flee!
bash
You flee head over heels.
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
Correcting map position after fleeing.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
Mood changed to: Brave
*Kokoro* has arrived from the west, riding a warhorse.
* HP:Beaten MV:Winded > You try to slash *Kokoro*, but he parries successfully.
* HP:Beaten MV:Winded - Kokoro: Critical > You do the best you can!
+ - Kokoro: Critical >
*Kokoro* panics, and attempts to flee!
*Kokoro* leaves east riding a warhorse.
=
They're not here anymore!
o HP:Beaten MV:Winded > e
kill light
bash
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
o HP:Beaten MV:Winded > They aren't here.
o HP:Beaten MV:Winded > n
Bash who?
o HP:Beaten MV:Winded > n
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A sickly, skinny deer stands here in a daze.
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
*Kokoro* crushes your right arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Kokoro: Critical > No way! You're fighting for your life!
* HP:Beaten MV:Winded - Kokoro: Critical >
You swirl about with a gleaming black greatsword, slicing across *Kokoro*'s body.
You try to slash *Kokoro*, but he parries successfully.
*Kokoro* crushes your head.
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Kokoro: Critical > change mood wimpy
flee
Mood changed to: Wimpy
You panic and attempt to flee!: Critical >
change mood brave
You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
Correcting map position after fleeing.
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
Mood changed to: Brave
o HP:Beaten MV:Winded > kill light
kill light
kill light
They aren't here.
kill light
o HP:Beaten MV:Winded > They aren't here.
o HP:Beaten MV:Winded > kill light
They aren't here.
*Vianca* has arrived from the north, riding a bloodstock stallion.
kill light
* HP:Beaten MV:Winded > You slash *Vianca*'s body into bloody fragments!
*Vianca* panics, and attempts to flee!
*Vianca* leaves west riding a bloodstock stallion.
*Vianca* has arrived from the west, riding a bloodstock stallion.
* HP:Beaten MV:Winded > You slash *Vianca*'s body into bloody fragments!
*Vianca* 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 *Vianca*'s death cry.
o HP:Beaten MV:Winded > They aren't here.
o HP:Beaten MV:Winded > g
*Kokoro* has arrived from the north, riding a warhorse.
* HP:Beaten MV:Winded > n
kill light
[get all corpse]
You get a backpack from the corpse of Vianca.
You get a black pair of silver-tooled boots from the corpse of Vianca.
You get a pair of earthen colored breeches from the corpse of Vianca.
You get a soft leather pouch from the corpse of Vianca.
You get a bronze belt of odd design from the corpse of Vianca.
a fencing blade: You can't take that!
You get a silver etched shield from the corpse of Vianca.
You get a sungwood bracelet from the corpse of Vianca.
You get a silver Kandori wristcuff from the corpse of Vianca.
You get a pair of dark gloves from the corpse of Vianca.
You get a set of cloth sleeves from the corpse of Vianca.
You get a black, silver-embroidered cape from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a Kandori snowflake necklace from the corpse of Vianca.
You get a camouflaged hood from the corpse of Vianca.
You get an emerald ring from the corpse of Vianca.
You get a great serpent ring from the corpse of Vianca.
*Kokoro* crushes your right arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Winded - Kokoro: Critical > No way! You're fighting for your life!
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical >
You try to slash *Kokoro*, but he parries successfully.
A spotted horse panics, and attempts to flee!
A spotted horse leaves north.
*Kokoro* crushes your left leg.
You wish that your wounds would stop BLEEDING so much!
change mood wimpy
* HP:Critical MV:Winded - Kokoro: Critical > flee
Mood changed to: Wimpy
You panic and attempt to flee!ro: Critical >
You flee head over heels.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
Correcting map position after fleeing.
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
o HP:Critical MV:Winded > kill light
kill light
They aren't here.
*Kokoro* has arrived from the west, riding a warhorse.
change mood brave
* HP:Critical MV:Winded > You try to slash *Kokoro*, but he parries successfully.
* HP:Critical MV:Winded - Kokoro: Critical > bash
Mood changed to: Brave
+ ed - Kokoro: Critical >
*Kokoro* crushes your right leg.
You wish that your wounds would stop BLEEDING so much!
=
*Kokoro* panics, and attempts to flee!
=
Your bash at *Kokoro* sends him sprawling!
* HP:Critical MV:Winded - Kokoro: Critical > change mood berserk
Mood changed to: Berserk
kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
kill light
You slash *Kokoro*'s left arm very hard.
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
*Kokoro* leaves west riding a warhorse.
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > They aren't here.
w
o HP:Critical MV:Winded > kill light
They aren't here.
w
o HP:Critical MV:Winded > kill light
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
The corpse of Vianca is lying here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > w
n
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.
n
o HP:Critical MV:Winded > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.
o HP:Critical MV:Winded > e
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
A mole is here, looking sickly.
e
o HP:Critical MV:Winded > e
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.
o HP:Critical MV:Winded > e
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
*Kokoro* is here, fighting the blighted tree, riding a warhorse.
The blighted tree is here, fighting Kokoro.
The blighted tree is here, fighting Kokoro.
* HP:Critical MV:Winded > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.
s
o HP:Critical MV:Winded > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
*Hoeg* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
kill light
* HP:Critical MV:Winded > *Hoeg* leaves east riding a warhorse.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A young and strong buck is here, munching some grass.
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > n
w
w
By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
A sickly, skinny deer stands here in a daze.
o HP:Critical MV:Winded > w
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.
o HP:Critical MV:Winded > kill light
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
o HP:Critical MV:Winded > A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.
*Kokoro* crushes your body hard.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
kill light
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You slash *Kokoro*'s right leg hard.
*Kokoro* panics, and attempts to flee!
kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
kill light
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
kill light
* HP:Critical MV:Winded - Kokoro: Critical > kill light
You do the best you can!
* HP:Critical MV:Winded - Kokoro: Critical > You do the best you can!
*Kokoro* leaves west riding a warhorse.
kill light
o HP:Critical MV:Winded > They aren't here.
kill light
o HP:Critical MV:Winded > They aren't here.
w
o HP:Critical MV:Winded > kill light
They aren't here.
o HP:Critical MV:Winded > bash
They aren't here.
o HP:Critical MV:Winded > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
A mole is here, looking sickly.
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > s
Bash who?
o HP:Critical MV:Winded > s
kill light
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
A sickly, skinny deer stands here in a daze.
*Kokoro* has arrived from the south, riding a warhorse.
* HP:Critical MV:Winded > The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
A large wooden catapult has been erected here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.
o HP:Critical MV:Winded > They aren't here.
o HP:Critical MV:Winded > n
kill light
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
*Kokoro* is standing here, riding a warhorse.
A sickly, skinny deer stands here in a daze.
* HP:Critical MV:Weary > You slash *Kokoro*'s body very hard.
s
* HP:Critical MV:Weary - Kokoro: Critical > No way! You're fighting for your life!
* HP:Critical MV:Weary - Kokoro: Critical > kill light
kill light
You slash *Kokoro*'s body hard.
*Kokoro* 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 *Kokoro*'s death cry.
They aren't here.
o HP:Critical MV:Weary > They aren't here.
kill light
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
change mood wimpy
You try to calm down, but can't.
o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
You try to calm down, but can't.
o HP:Critical MV:Weary > You try to calm down, but can't.
o HP:Critical MV:Weary > You try to calm down, but can't.
o HP:Critical MV:Weary > Mood changed to: Wimpy
Wimpy retained at: 0 hit points.
o HP:Critical MV:Weary > change mood wimpy
change mood wimpy
Mood changed to: Wimpy
o HP:Critical MV:Weary > Mood changed to: Wimpy
o HP:Critical MV:Weary > hold pack
g
You're already holding something.
o HP:Critical MV:Weary > [get all corpse]
You get a large slab of meat from the corpse of Kokoro.
You get the severed head of Byrg the Myrddraal slain in the Blight from the corpse of Kokoro.
You get a pair of gleaming metal boots from the corpse of Kokoro.
You get a pair of thick, gold-plated greaves from the corpse of Kokoro.
You get a dagger from the corpse of Kokoro.
You get a bronze belt of odd design from the corpse of Kokoro.
a steel-banded club with multiple spikes: You can't carry that much weight.
You get a silver etched shield from the corpse of Kokoro.
You get a sungwood bracelet from the corpse of Kokoro.
You get a sungwood bracelet from the corpse of Kokoro.
You get a sturdy pair of full leather gauntlets from the corpse of Kokoro.
You get a pair of polished, gold-plated vambraces from the corpse of Kokoro.
a backpack: You can't carry that much weight.
You get a cloak of shifting colors from the corpse of Kokoro.
a tunic of finely-crafted chain: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a torc of gleaming steel: You can't carry that much weight.
a gold-chased morion with an engraved silver comb: You can't carry that much weight.
You get a jade signet ring from the corpse of Kokoro.
a jade signet ring: You can't carry that much weight.
a mirrored lantern: You can't carry that much weight.
o HP:Critical MV:Weary > eq
You are using:
<held> a badge emblazoned with an iron fist
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a polished, slitted great helm
<worn around neck> a torc of gleaming steel
<worn around neck> a torc of gleaming steel
<worn on body> a thick, steel-plated breastplate
<worn about body> an earthen brown mantle
<slung on back> a backpack
<worn on arms> a pair of steel-plated vambraces
<worn on hands> a pair of steel-plated gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a gleaming black greatsword
<worn about waist> a bronze belt of odd design
<worn on belt> a shiny copper dagger
<worn on legs> a pair of steel-plated greaves
<worn on feet> a pair of thick metal boots
o HP:Critical MV:Weary > rem badge
You stop using a badge emblazoned with an iron fist.
TICK IN 5 SECONDS.
o HP:Critical MV:Weary > hold pack
You grab a backpack.
o HP:Critical MV:Weary > put all pack
g
You put a badge emblazoned with an iron fist in a backpack.
You put a jade signet ring in a backpack.
A cloak of shifting colors won't fit in a backpack.
A pair of polished, gold-plated vambraces won't fit in a backpack.
You put a sturdy pair of full leather gauntlets in a backpack.
A dagger won't fit in a backpack.
A pair of thick, gold-plated greaves won't fit in a backpack.
A pair of gleaming metal boots won't fit in a backpack.
You put the severed head of Byrg the Myrddraal slain in the Blight in a backpack.
A large slab of meat won't fit in a backpack.
You put a great serpent ring in a backpack.
You put an emerald ring in a backpack.
You put a camouflaged hood in a backpack.
A Kandori snowflake necklace won't fit in a backpack.
A Kandori snowflake necklace won't fit in a backpack.
A black, silver-embroidered cape won't fit in a backpack.
A set of cloth sleeves won't fit in a backpack.
A pair of dark gloves won't fit in a backpack.
A silver Kandori wristcuff won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A sungwood bracelet won't fit in a backpack.
A silver etched shield won't fit in a backpack.
A silver etched shield won't fit in a backpack.
A bronze belt of odd design won't fit in a backpack.
A bronze belt of odd design won't fit in a backpack.
A soft leather pouch won't fit in a backpack.
A pair of earthen colored breeches won't fit in a backpack.
A black pair of silver-tooled boots won't fit in a backpack.
o HP:Critical MV:Weary > [get all corpse]
You get a steel-banded club with multiple spikes from the corpse of Kokoro.
You get a backpack from the corpse of Kokoro.
You get a tunic of finely-crafted chain from the corpse of Kokoro.
You get a torc of gleaming steel from the corpse of Kokoro.
You get a torc of gleaming steel from the corpse of Kokoro.
You get a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
You get a jade signet ring from the corpse of Kokoro.
You get a mirrored lantern from the corpse of Kokoro.
o HP:Critical MV:Weary > l
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
The corpse of Kokoro is lying here.
A warhorse is here, stamping his feet impatiently.
A sickly, skinny deer stands here in a daze.
o HP:Critical MV:Weary > scal
You lean over and sever the bloody head from the corpse of Kokoro.
o HP:Critical MV:Weary > sc
You have 42(409) hit and 74(248) movement points.
You have scored 116409347 experience points and 1106 quest points.
You need 2090653 exp to level and 1894 qp to rank.
You have acquired 7 alt qps to date.
You have amassed 145 Turn points to date.
You have played 21 days and 1 hours (real time).
This ranks you as Harambe the Master Torturer [Dhai'mon 7] (Level 51).
You are standing.
where
o HP:Critical MV:Weary > Players in your Zone
--------------------
Harambe - A Small Trail
You catch the scent of horses nearby.
Crit kills
Re: Crit kills
Was fighting Porka and Gnarbage around Orch. I went down super fast. There's something to be said about aggressive abs play. Props to both, second time since I've been back where I actually had my heart beat faster in pk. I'm not even going to pretend I didn't just get straight up lucky in a few places. I had hit Porka crit enough times that I figured she was out of it for a sec so was only focused on Gnarbage.
HP:Critical MV:Tiring >
You have 25(389) hit and 88(161) movement points.
You have scored 116010428 experience points and 304 quest points.
You need 2489572 exp to level and 96 qp to rank.
You have amassed 232 Turn points to date.
You have played 8 days and 3 hours (real time).
This ranks you as Lansin the Defender [Shienaran Lancer 5] (Level 51).
You are standing.
*Gnarbage* has arrived from the west.
* HP:Critical MV:Tiring >
j
[k dark]
You slash *Gnarbage*'s left leg hard.
* HP:Critical MV:Tiring - Gnarbage: Beaten >
j
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
4
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
f
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
e
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Tiring - Gnarbage: Beaten >
e
You panic and attempt to flee!
*Gnarbage* panics, and attempts to flee!
j
*Gnarbage* leaves west. <<
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A raven is here flying around.
A squirrel is here, chittering.
A Potato Field
Being left to grown on their own, most of the potato plants here have died.
Only a few survive, and they are now large green bushes hiding potatoes
under their arms. There is also a hole in the ground which looks like the
beginning of a tunnel leading down into the nest of some animal. The way
west seems to lead to more rows of dirt, but to the north a darker part of
the orchard is situated.
[ obvious exits: N W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving WEST. <<
There are some tracks of an animal leaving west.
A potato is here. [3]
A raven has arrived from the west.
* HP:Critical MV:Tiring >
Alas, you cannot go that way...
* HP:Critical MV:Tiring >
[k dark]
They aren't here.
* HP:Critical MV:Tiring >
s
Alas, you cannot go that way...
* HP:Critical MV:Tiring >
w
s
j
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
A raven has arrived from the east.
* HP:Critical MV:Tiring >
3
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a TROLLOC leaving WEST. <<
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a TROLLOC leaving SOUTH. vv
*Gnarbage* is standing here.
A snake is crawling through the water here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
A raven has arrived from the north.
*Gnarbage* leaves north. ^^
* HP:Critical MV:Winded >
[k dark]
They aren't here.
* HP:Critical MV:Winded >
[bash ]
Bash who?
* HP:Critical MV:Winded >
j
j
[k dark]
They aren't here.
j
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
j
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
*Gnarbage* has arrived from the north.
* HP:Critical MV:Winded >
j
[k dark]
You slash *Gnarbage*'s body.
* HP:Critical MV:Winded - Gnarbage: Beaten >
*Gnarbage* tries to cleave you, but you parry successfully.
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
You slash *Gnarbage*'s body hard.
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Beaten >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Beaten >
[k dark]
You do the best you can!
f
* HP:Critical MV:Winded - Gnarbage: Beaten >
s
You panic and attempt to flee!
Ragan barely slices Gnarbage's body.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
A Shienaran forward scout barely slashes Gnarbage's right leg.
A Shienaran forward scout tickles Gnarbage's left foot with his slash.
A Shienaran forward scout tickles Gnarbage's body with his slash.
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to th
e west.
[ obvious exits: N E S W ]
(wotmudmapper): (error): No matches found.
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
*Gnarbage* is here, fighting a Shienaran forward scout.
A raven is here flying around.
A snake is crawling through the water here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
Ragan is here, fighting Gnarbage.
*Gnarbage* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
j
s
j
A watersnake leaves west. <<
*Gnarbage* tries to cleave a Shienaran forward scout, but he parries successfully.
Ragan tickles Gnarbage's left foot with his slice.
A Shienaran forward scout tickles Gnarbage's body with his slash.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
A Shienaran forward scout slashes Gnarbage's body.
A Shienaran forward scout slashes Gnarbage's right arm.
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
[k dark]
They aren't here.
* HP:Critical MV:Winded >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
*Gnarbage* is here, fighting a Shienaran forward scout.
A raven is here flying around.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
Ragan is here, fighting Gnarbage.
* HP:Critical MV:Winded >
j
[k dark]
You slash *Gnarbage*'s body.
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
[k dark]
You do the best you can!
*Gnarbage* panics, and attempts to flee!
j
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
You slash *Gnarbage*'s body.
Ragan tickles Gnarbage's body with his slice.
A Shienaran forward scout tickles Gnarbage's body with his slash.
A Shienaran forward scout barely slashes Gnarbage's body.
A Shienaran forward scout slashes Gnarbage's left leg.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
*Gnarbage* is incapacitated and will slowly die, if not aided.
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
nar rip
j
You narrate 'rip'
j
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
You slash *Gnarbage*'s right leg very hard.
*Gnarbage* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Gnarbage*'s death cry.
[k dark]
They aren't here.
Cut out spam of me looking around for Porka. Didn't find her so went back to Ragan for a second to regen before going Orch ent to check tracks.
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 EAST. >>
There are some bloody traces of a HUMAN leaving SOUTH. vv
The corpse of Gnarbage is lying here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
A raven has arrived from the north.
* HP:Critical MV:Weary >
j
Kyson narrates 'are you sure'
[k dark]
They aren't here.
j
* HP:Critical MV:Weary >
[k dark]
They aren't here.
*Porka* has arrived from the east.
j
* HP:Critical MV:Weary >
j
j
j
[k dark]
You slash *Porka*'s body.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a large number of gold crowns from the corpse of Gnarbage.
*Porka* gets four copper pennys from the corpse of Gnarbage.
*Porka* gets a bubbling draught from the corpse of Gnarbage.
*Porka* gets a dark pair of steel boots from the corpse of Gnarbage.
*Porka* gets a pair of ebony-steel plate greaves from the corpse of Gnarbage.
*Porka* gets a bronze belt of odd design from the corpse of Gnarbage.
*Porka* gets a pair of long-handled war axes from the corpse of Gnarbage.
*Porka* gets a sungwood bracelet from the corpse of Gnarbage.
*Porka* gets a sungwood bracelet from the corpse of Gnarbage.
*Porka* gets a pair of heavy metal gauntlets from the corpse of Gnarbage.
*Porka* gets a pair of ebony-steel plate vambraces from the corpse of Gnarbage.
*Porka* gets a cloak of shifting colors from the corpse of Gnarbage.
*Porka* gets a shining steel breastplate from the corpse of Gnarbage.
*Porka* gets a torc of gleaming steel from the corpse of Gnarbage.
*Porka* gets a torc of gleaming steel from the corpse of Gnarbage.
*Porka* gets a full metal helmet and visor from the corpse of Gnarbage.
*Porka* gets a gold ring delicately carved with ivy from the corpse of Gnarbage.
*Porka* gets a gold ring delicately carved with ivy from the corpse of Gnarbage.
*Porka* gets a badge emblazoned with an iron fist from the corpse of Gnarbage.
* HP:Critical MV:Weary - Porka: Critical > [k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
(tic_timer): Tic in 7 seconds!
[k dark]
You do the best you can!
j
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
*Porka* panics, and attempts to flee!
j
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
j
* HP:Critical MV:Weary - Porka: Critical >
j
j
j
You slash *Porka*'s body hard.
*Porka* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Porka*'s death cry.
[k dark]
They aren't here.
j
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
nar rip
[k dark]
They aren't here.
* HP:Critical MV:Weary >
You narrate 'rip'
* HP:Critical MV:Weary >
zz
[scalp corpse]
You lean over and sever the bloody head from the corpse of Porka.
* HP:Critical MV:Weary >
nar porka and gnarbage
You narrate 'porka and gnarbage'
One of the best fights I've had since returning. GG guys
HP:Critical MV:Tiring >
You have 25(389) hit and 88(161) movement points.
You have scored 116010428 experience points and 304 quest points.
You need 2489572 exp to level and 96 qp to rank.
You have amassed 232 Turn points to date.
You have played 8 days and 3 hours (real time).
This ranks you as Lansin the Defender [Shienaran Lancer 5] (Level 51).
You are standing.
*Gnarbage* has arrived from the west.
* HP:Critical MV:Tiring >
j
[k dark]
You slash *Gnarbage*'s left leg hard.
* HP:Critical MV:Tiring - Gnarbage: Beaten >
j
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
4
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
f
[k dark]
You do the best you can!
* HP:Critical MV:Tiring - Gnarbage: Beaten >
e
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Tiring - Gnarbage: Beaten >
e
You panic and attempt to flee!
*Gnarbage* panics, and attempts to flee!
j
*Gnarbage* leaves west. <<
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A raven is here flying around.
A squirrel is here, chittering.
A Potato Field
Being left to grown on their own, most of the potato plants here have died.
Only a few survive, and they are now large green bushes hiding potatoes
under their arms. There is also a hole in the ground which looks like the
beginning of a tunnel leading down into the nest of some animal. The way
west seems to lead to more rows of dirt, but to the north a darker part of
the orchard is situated.
[ obvious exits: N W ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving WEST. <<
There are some tracks of an animal leaving west.
A potato is here. [3]
A raven has arrived from the west.
* HP:Critical MV:Tiring >
Alas, you cannot go that way...
* HP:Critical MV:Tiring >
[k dark]
They aren't here.
* HP:Critical MV:Tiring >
s
Alas, you cannot go that way...
* HP:Critical MV:Tiring >
w
s
j
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
A raven has arrived from the east.
* HP:Critical MV:Tiring >
3
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a TROLLOC leaving WEST. <<
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a TROLLOC leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a TROLLOC leaving SOUTH. vv
*Gnarbage* is standing here.
A snake is crawling through the water here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
A raven has arrived from the north.
*Gnarbage* leaves north. ^^
* HP:Critical MV:Winded >
[k dark]
They aren't here.
* HP:Critical MV:Winded >
[bash ]
Bash who?
* HP:Critical MV:Winded >
j
j
[k dark]
They aren't here.
j
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
j
* HP:Critical MV:Winded >
j
[k dark]
They aren't here.
*Gnarbage* has arrived from the north.
* HP:Critical MV:Winded >
j
[k dark]
You slash *Gnarbage*'s body.
* HP:Critical MV:Winded - Gnarbage: Beaten >
*Gnarbage* tries to cleave you, but you parry successfully.
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
You slash *Gnarbage*'s body hard.
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Beaten >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Beaten >
[k dark]
You do the best you can!
f
* HP:Critical MV:Winded - Gnarbage: Beaten >
s
You panic and attempt to flee!
Ragan barely slices Gnarbage's body.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
A Shienaran forward scout barely slashes Gnarbage's right leg.
A Shienaran forward scout tickles Gnarbage's left foot with his slash.
A Shienaran forward scout tickles Gnarbage's body with his slash.
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to th
e west.
[ obvious exits: N E S W ]
(wotmudmapper): (error): No matches found.
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
*Gnarbage* is here, fighting a Shienaran forward scout.
A raven is here flying around.
A snake is crawling through the water here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
Ragan is here, fighting Gnarbage.
*Gnarbage* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
j
s
j
A watersnake leaves west. <<
*Gnarbage* tries to cleave a Shienaran forward scout, but he parries successfully.
Ragan tickles Gnarbage's left foot with his slice.
A Shienaran forward scout tickles Gnarbage's body with his slash.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
A Shienaran forward scout slashes Gnarbage's body.
A Shienaran forward scout slashes Gnarbage's right arm.
You flee head over heels.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Zone: Decayed Forest
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving EAST. >>
There are some bloody traces of a TROLLOC leaving SOUTH. vv
There are some bloody traces of a TROLLOC leaving SOUTH. vv
The corpse of a sly, black snake is lying here.
A bruised and bloody leg lies on the ground, torn from its socket.
Several blackberries grow on a nearby vine. [3]
A mole is here, looking sickly.
A squirrel is here, chittering.
[k dark]
They aren't here.
* HP:Critical MV:Winded >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 HUMAN leaving SOUTH. vv
There are some bloody traces of a HUMAN leaving NORTH. ^^
*Gnarbage* is here, fighting a Shienaran forward scout.
A raven is here flying around.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
A Shienaran forward scout is here, fighting Gnarbage.
Ragan is here, fighting Gnarbage.
* HP:Critical MV:Winded >
j
[k dark]
You slash *Gnarbage*'s body.
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
[k dark]
You do the best you can!
*Gnarbage* panics, and attempts to flee!
j
* HP:Critical MV:Winded - a Shienaran forward scout: Healthy - Gnarbage: Critical >
j
You slash *Gnarbage*'s body.
Ragan tickles Gnarbage's body with his slice.
A Shienaran forward scout tickles Gnarbage's body with his slash.
A Shienaran forward scout barely slashes Gnarbage's body.
A Shienaran forward scout slashes Gnarbage's left leg.
A Shienaran forward scout tickles Gnarbage's left leg with his slash.
*Gnarbage* is incapacitated and will slowly die, if not aided.
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
j
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
nar rip
j
You narrate 'rip'
j
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Winded - Gnarbage: Critical >
j
You slash *Gnarbage*'s right leg very hard.
*Gnarbage* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Gnarbage*'s death cry.
[k dark]
They aren't here.
Cut out spam of me looking around for Porka. Didn't find her so went back to Ragan for a second to regen before going Orch ent to check tracks.
Zone: Decayed Forest
Door west: greatgate
There are some bloody traces of a HUMAN leaving NORTH. ^^
There are some bloody traces of a HUMAN leaving NORTH. ^^
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 EAST. >>
There are some bloody traces of a HUMAN leaving SOUTH. vv
The corpse of Gnarbage is lying here.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
A raven has arrived from the north.
* HP:Critical MV:Weary >
j
Kyson narrates 'are you sure'
[k dark]
They aren't here.
j
* HP:Critical MV:Weary >
[k dark]
They aren't here.
*Porka* has arrived from the east.
j
* HP:Critical MV:Weary >
j
j
j
[k dark]
You slash *Porka*'s body.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a thin vial of yellow fluid from the corpse of Gnarbage.
*Porka* gets a large number of gold crowns from the corpse of Gnarbage.
*Porka* gets four copper pennys from the corpse of Gnarbage.
*Porka* gets a bubbling draught from the corpse of Gnarbage.
*Porka* gets a dark pair of steel boots from the corpse of Gnarbage.
*Porka* gets a pair of ebony-steel plate greaves from the corpse of Gnarbage.
*Porka* gets a bronze belt of odd design from the corpse of Gnarbage.
*Porka* gets a pair of long-handled war axes from the corpse of Gnarbage.
*Porka* gets a sungwood bracelet from the corpse of Gnarbage.
*Porka* gets a sungwood bracelet from the corpse of Gnarbage.
*Porka* gets a pair of heavy metal gauntlets from the corpse of Gnarbage.
*Porka* gets a pair of ebony-steel plate vambraces from the corpse of Gnarbage.
*Porka* gets a cloak of shifting colors from the corpse of Gnarbage.
*Porka* gets a shining steel breastplate from the corpse of Gnarbage.
*Porka* gets a torc of gleaming steel from the corpse of Gnarbage.
*Porka* gets a torc of gleaming steel from the corpse of Gnarbage.
*Porka* gets a full metal helmet and visor from the corpse of Gnarbage.
*Porka* gets a gold ring delicately carved with ivy from the corpse of Gnarbage.
*Porka* gets a gold ring delicately carved with ivy from the corpse of Gnarbage.
*Porka* gets a badge emblazoned with an iron fist from the corpse of Gnarbage.
* HP:Critical MV:Weary - Porka: Critical > [k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
(tic_timer): Tic in 7 seconds!
[k dark]
You do the best you can!
j
* HP:Critical MV:Weary - Porka: Critical >
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
*Porka* panics, and attempts to flee!
j
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
* HP:Critical MV:Weary - Porka: Critical >
j
[k dark]
You do the best you can!
j
* HP:Critical MV:Weary - Porka: Critical >
j
j
j
You slash *Porka*'s body hard.
*Porka* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Porka*'s death cry.
[k dark]
They aren't here.
j
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
[k dark]
They aren't here.
* HP:Critical MV:Weary >
nar rip
[k dark]
They aren't here.
* HP:Critical MV:Weary >
You narrate 'rip'
* HP:Critical MV:Weary >
zz
[scalp corpse]
You lean over and sever the bloody head from the corpse of Porka.
* HP:Critical MV:Weary >
nar porka and gnarbage
You narrate 'porka and gnarbage'
One of the best fights I've had since returning. GG guys
Re: Crit kills
* HP:Battered MV:Winded > kill light
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
* HP:Battered MV:Winded > Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
*Lansin* is standing here.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > You lance *Lansin*'s head.
*Lansin* panics, and attempts to flee!
* HP:Battered MV:Winded - Lansin: Critical > kill light
*Lansin* leaves south.
*Lansin* has arrived from the south.
kill light
* HP:Battered MV:Winded > kill light
You try to lance *Lansin*, but he deflects the blow.
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > kill light
*Lansin* crushes your right arm.
A soldier joins Lansin's fight!
A Shienaran guard joins a soldier's fight!
You try to lance *Lansin*, but he parries successfully.
You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > nar 4n
You do the best you can!
*Lansin* panics, and attempts to flee!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You narrate '4n'
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > change mood wimpy
Gnarbage has arrived from the south.
You do the best you can!
*Lansin* leaves east.
* HP:Battered MV:Winded - a soldier: Scratched > flee
They aren't here.
* HP:Battered MV:Winded - a soldier: Scratched > change mood brave
Mood changed to: Wimpy
e HP:Battered MV:Winded - a soldier: Scratched >
You panic and attempt to flee!
n
e
A Shienaran guard tries to slash you, but you deflect the blow.
A soldier tries to scythe you, but you deflect the blow.
Gnarbage leaves east.
You flee head over heels.
The Council Chamber
This is the Council Chamber from where Lord Agelmar rules Fal Dara. A large
Correcting map position after fleeing.
tapestry of the Grey Owl, the symbol of House Agelmar, is framed by two
windows above Lord Agelmar's chair. A large table, surrounded by chairs,
dominates the room. A sideboard rests along one wall, and a smaller door
leads opens southward.
[ obvious exits: S ]
An elite Shienaran guard attends his duties.
A clerk's assistant waits outside the door here.
Mood changed to: Brave
* HP:Battered MV:Winded > Alas, you cannot go that way...
* HP:Battered MV:Winded > Alas, you cannot go that way...
* HP:Battered MV:Winded > Alas, you cannot go that way...
s
* HP:Battered MV:Winded > e
e
Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.
n
* HP:Battered MV:Winded > w
Eastern Hall
An expertly woven but surprisingly spartan rug carpets your feet here in
the eastern wing of Lord Anglemar's castle. Simple but elegant tapestries
adorn the walls, depicting some of Fal Dara's most famous battles. The
hall turns north east of here, while an ascending stairwell visible in the
corner in that direction. West from here is the main entry foyer. You
notice narrow arrow slits lining the south wall...if here deep within the
keep the main thought is for defence.
[ obvious exits: E W ]
kill light
* HP:Battered MV:Winded > East Wing of the Castle
This is the easternmost part of the keep. Simple but elegant tapestries
adorn the walls and the floor is covered with thick carpeting. The main
hallway continues to the north and runs back to the west. A plain looking
stairway in the corner of the room leads to the top floor of the keep.
[ obvious exits: N W U ]
The corpse of a raven is lying here.
A gray palfrey prances skittishly nearby.
bash
* HP:Battered MV:Winded > North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
Gnarbage the Master Torturer is standing here.
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Battered MV:Winded > They aren't here.
* HP:Battered MV:Winded > Bash who?
n
* HP:Battered MV:Winded > kill light
Gnarbage leaves east.
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying on the ground. Torches line the wall to the
north and provide lighting at nightfall. To the east is one of the four
tower of Fal Dara and to the west the training grounds continue.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Battered MV:Winded > They aren't here.
* HP:Battered MV:Winded > z
[scan ]
South: A large one-eyed man stands here, glaring at nothing in particular.
West: A tough Shienaran soldier waits here.
* HP:Battered MV:Winded > s
e
Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
z
* HP:Battered MV:Winded > North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > n
[scan ]
North: *Lansin* is standing here.
South: A gray palfrey prances skittishly nearby.
West: A large one-eyed man stands here, glaring at nothing in particular.
z
* HP:Battered MV:Winded > The Keep Armory
This large room supplies all of the armor for Fal Dara. As you look
around you see various pieces of leather, chainmail, and metal armor
hanging on the walls. The forge at the back of the room emits an intense
heat.
[ obvious exits: N S ]
*Lansin* is standing here.
An armorsmith's assistant stands here, ready to trade.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
*Lansin* tries to crush you, but you parry successfully.
* HP:Battered MV:Winded - Lansin: Critical > kill light
[scan ]
North: A tough Shienaran soldier waits here.
South: An elite Shienaran guard attends his duties.
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical >
*Lansin* panics, and attempts to flee!
* HP:Battered MV:Winded - Lansin: Critical > nar armorer
change mood wimpy
f
You narrate 'armorer'
* HP:Battered MV:Winded - Lansin: Critical > Mood changed to: Wimpy
change mood braveWinded - Lansin: Critical >
You panic and attempt to flee!
kill light
*Lansin* tries to crush you, but you parry successfully.
A merchant guard joins Lansin's fight!
A merchant guard joins a merchant guard's fight!
An armorer joins a merchant guard's fight!
An armorer bellows 'OVXTMkqFMt CIMUuCa qN OzZ@d]Ump uPRI hkVnTEv'
*Lansin* leaves north.
kill light
*Lansin* has arrived from the north.
kill light
*Lansin* leaves south.
You flee head over heels.
North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
Correcting map position after fleeing.
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
*Lansin* is standing here.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
Mood changed to: Brave
*Lansin* leaves west.
* HP:Battered MV:Winded > An elite Shienaran guard slashes your left leg.
A Shienaran guard joins an elite Shienaran guard's fight!
The grizzled veteran joins an elite Shienaran guard's fight!
Gnarbage has arrived from the south.
They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > Gnarbage leaves north.
They aren't here.
kill light
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > change mood wimpy
They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > flee
The grizzled veteran slashes your body.
A Shienaran guard slashes your body.
You lance an elite Shienaran guard's left leg hard.
An elite Shienaran guard slashes your head.
Mood changed to: Wimpy
You panic and attempt to flee!te Shienaran guard: Scratched >
nar uno
kill light
bash h.light
Gnarbage has arrived from the north.
Gnarbage leaves south.
You flee head over heels.
Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Correcting map position after fleeing.
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
You narrate 'uno'
* HP:Beaten MV:Winded > An elite Shienaran guard has arrived from the east.
The grizzled veteran has arrived from the east.
They aren't here.
* HP:Beaten MV:Winded > Bash who?
* HP:Beaten MV:Winded > n
kill light
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying on the ground. Torches line the wall to the
north and provide lighting at nightfall. To the east is one of the four
tower of Fal Dara and to the west the training grounds continue.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Beaten MV:Winded > An elite Shienaran guard has arrived from the south.
The grizzled veteran has arrived from the south.
They aren't here.
z
* HP:Beaten MV:Winded > [scan ]
South: Gnarbage the Master Torturer is standing here.
West: A tough Shienaran soldier waits here.
* HP:Beaten MV:Winded > w
w
w
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying around. The ground here has been hard packed
to provide solid footing for the soldiers of Fal Dara. To the west is
one of the four towers of Fal Dara and to the east the training grounds
continue.
[ obvious exits: E W ]
A hanging lantern lights the path.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Beaten MV:Winded > u
An elite Shienaran guard has arrived from the east.
The grizzled veteran has arrived from the east.
In the Northwest Tower
You have entered the lower level of one of the watchtowers that occupy
each corner of the keep. A narrow spiral stairway leads to the top floor
of the tower, while to the east you can hear the sounds of men sparring
with one another.
[ obvious exits: E U ]
* HP:Beaten MV:Weary > Alas, you cannot go that way...
s
* HP:Beaten MV:Weary > s
Top of the Northwest Tower
From the top of this tower one can see the northern and western portions of
Fal Dara outside the keep, as well as the lands beyond extending off into a
shimmering haze that marks the edge of the blight. South of the blight
hearty hemlocks and spruce dot the surrounding grasslands. A good view of
the inner courtyard of the keep is provided from this tower as well. The
keep wall extends east and south of here, while a narrow spiral stair
descends to the lower level of this tower. There is a hole in the north
wall, where there was once a murderhole, out of which you can fall into the
road north of Fal Dara.
[ obvious exits: S D ]
An ageless woman in a red shawl stands here.
An archer draws his bow with a steady hand and a sharp eye.
* HP:Beaten MV:Weary > Along the Walls
Here along the high western wall of the keep you have a clear view of the
the inner courtyard on one side and the outer town on the other. A low
macholated parapit provides excellent cover. Beyond the outer town you
can see the surrounding wilderness of alpine grasslands with scattered
thickets of hemlock and spruce. The only way off this wall, except by
falling, is through the towers north and south of here, respectively.
[ obvious exits: N S ]
A hanging lantern lights the path.
d
* HP:Beaten MV:Weary > Atop the Southwest Tower
This large, circular chamber gives a clear view of tthe southern half of the
city and it's environs. Far off to he south, the forest begins to grow
again. Arrow slits along the walls would afford archers clear shots into the
streets around the keep and into the courtyard.
[ obvious exits: N D ]
An archer draws his bow with a steady hand and a sharp eye.
e
* HP:Beaten MV:Weary > e
In the Southwest Tower
This is one of the guard towers that stands watch over the town of Fal Dara.
Broad stairs lead up along the wall of the tower, allowing many men to rush
to the walls or into the courtyard to sally forth against their enemies. It
is dusty and chill, and rather barren.
[ obvious exits: E U ]
A quiet servant awaits instructions from his master.
* HP:Beaten MV:Weary > Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
z
* HP:Beaten MV:Weary > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
*Lansin* is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
*Lansin* tries to crush you, but you parry successfully.
* HP:Beaten MV:Weary - Lansin: Critical > [scan ]
North: A Tairen bloodstock stallion stands here, tail swaying with the breeze.
East: A Shienaran guard patrols here, watching you carefully.
South: A Shienaran guard patrols here, watching you carefully.
West: A grizzled Shienaran veteran looks on.
* HP:Beaten MV:Weary - Lansin: Critical > bash
A Shienaran guard joins Lansin's fight!
The grizzled veteran joins a Shienaran guard's fight!
A Shienaran guard joins a Shienaran guard's fight!
A Shienaran guard joins a Shienaran guard's fight!
A Shienaran guard slashes your body.
A Shienaran guard tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you parry successfully.
A Shienaran guard slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!
*Lansin* tries to crush you, but you deflect the blow.
*
*Lansin* panics, and attempts to flee!
-
Gnarbage has arrived from the west.
*Lansin* leaves north.
=
You lance a Shienaran guard's left arm very hard.
A Shienaran guard barely slashes your body.
You wish that your wounds would stop BLEEDING so much!
A Shienaran guard slashes your left leg.
You wish that your wounds would stop BLEEDING so much!
The grizzled veteran tries to slash you, but you parry successfully.
A Shienaran guard tries to slash you, but you deflect the blow.
They're not here anymore!
* HP:Beaten MV:Weary - a Shienaran guard: Scratched > nar 4n x
flee
You narrate '4n x'
*Lansin* has arrived from the north.
You panic and attempt to flee!aran guard: Scratched >
*Lansin* crushes Gnarbage's right arm.
Gnarbage panics, and attempts to flee!
change mood brave
kill light
A Shienaran guard tries to slash you, but you parry successfully.
A Shienaran guard tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you deflect the blow.
A Shienaran guard slashes your right leg.
You wish that your wounds would stop BLEEDING so much!
A soldier has arrived from the north.
A Shienaran guard has arrived from the east.
You flee head over heels.
Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
Correcting map position after fleeing.
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
Mood changed to: Brave
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary >
A soldier has arrived from the east.
The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
* HP:Beaten MV:Weary > w
kill light
In the Southwest Tower
This is one of the guard towers that stands watch over the town of Fal Dara.
Broad stairs lead up along the wall of the tower, allowing many men to rush
to the walls or into the courtyard to sally forth against their enemies. It
is dusty and chill, and rather barren.
[ obvious exits: E U ]
A quiet servant awaits instructions from his master.
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary > e
e
kill light
An elite Shienaran guard has arrived from above.
The grizzled veteran has arrived from above.
A soldier has arrived from the east.
The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
kill light
* HP:Beaten MV:Weary > kill light
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
*Lansin* is here, fighting Gnarbage.
Gnarbage the Master Torturer is here, fighting Lansin.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
* HP:Beaten MV:Weary > You lance *Lansin*'s left foot very hard.
*Lansin* panics, and attempts to flee!
* HP:Beaten MV:Weary - Gnarbage: Beaten - Lansin: Critical > kill light
Gnarbage leaves east.
You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Beaten MV:Weary - Lansin: Critical > You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
*Lansin* leaves south.
kill light
* HP:Beaten MV:Weary > kill light
They aren't here.
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary > s
kill light
They aren't here.
s
* HP:Beaten MV:Weary > kill light
They aren't here.
* HP:Beaten MV:Weary > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Lansin* is standing here.
A Shienaran guard patrols here, watching you carefully.
A dun mare is here, snorting angrily.
A draft horse is here.
*Lansin* crushes your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > No way! You're fighting for your life!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical >
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Lansin: Critical > kill light
You try to lance *Lansin*, but he parries successfully.
A Shienaran guard joins Lansin's fight!
kill light
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
change mood wimpy
* HP:Critical MV:Weary - Lansin: Critical > flee
change mood brave
Mood changed to: Wimpy
kill lightcal MV:Weary - Lansin: Critical >
You panic and attempt to flee!
kill light
*Lansin* leaves north.
A Shienaran guard tries to slash you, but you parry successfully.
You flee head over heels.
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
Correcting map position after fleeing.
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
Gnarbage the Master Torturer is here, fighting Lansin.
*Lansin* is here, fighting Gnarbage.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
Mood changed to: Brave
* HP:Critical MV:Weary > You lance *Lansin*'s body.
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical >
The Fal Dara alarm horn sounds loudly.
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
kill light
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You lance *Lansin*'s body hard.
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > You do the best you can!
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
*Lansin* leaves south.
kill light
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > s
kill light
s
They aren't here.
kill light
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A dun mare is here, snorting angrily.
A draft horse is here.
* HP:Critical MV:Weary > Gnarbage has arrived from the north.
They aren't here.
* HP:Critical MV:Weary > s
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A quiet servant awaits instructions from his master.
* HP:Critical MV:Weary > s
They aren't here.
* HP:Critical MV:Weary > kill light
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
* HP:Critical MV:Weary > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Lansin* is standing here.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A black cat meanders to an unknown destination.
The Fal Dara town crier stands here, spreading the news.
*Lansin* tries to crush you, but you parry successfully.
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > kill light
kill light
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > nar x
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Lansin: Critical > kill light
You narrate 'x'
kill light
* HP:Critical MV:Weary - Lansin: Critical > kill light
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > Gnarbage has arrived from the north.
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > kill light
Gnarbage cleaves *Lansin*'s body hard.
You do the best you can!
kill light
* HP:Critical MV:Weary - Lansin: Critical > kill light
Gnarbage cleaves *Lansin*'s body hard.
*Lansin* is mortally wounded, and will die soon, if not aided.
The grizzled veteran barely scythes Gnarbage's body.
A Shienaran guard joins the grizzled veteran's fight!
You lance *Lansin*'s body into bloody fragments!
*Lansin* 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 *Lansin*'s death cry.
They aren't here.
* HP:Critical MV:Weary > TICK IN 5 SECONDS.
They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > g
scal
nar huzzah
[get all corpse]
You get a horned skull badge from the corpse of Lansin.
You get a horned skull badge from the corpse of Lansin.
You get eighteen copper pennys from the corpse of Lansin.
You get a wealth of gold crowns from the corpse of Lansin.
You get a mirrored lantern from the corpse of Lansin.
You get a pair of gleaming metal boots from the corpse of Lansin.
You get a pair of thick, gold-plated greaves from the corpse of Lansin.
You get a belt pack from the corpse of Lansin.
You get a shiny copper dagger from the corpse of Lansin.
You get a bronze belt of odd design from the corpse of Lansin.
You get a steel-banded club with multiple spikes from the corpse of Lansin.
You get a silver etched shield from the corpse of Lansin.
You get a jeweled wristcuff from the corpse of Lansin.
You get a jeweled wristcuff from the corpse of Lansin.
You get a sturdy pair of full leather gauntlets from the corpse of Lansin.
You get a pair of polished, gold-plated vambraces from the corpse of Lansin.
You get a heron-engraved scabbard from the corpse of Lansin.
You get a black, silver-embroidered cape from the corpse of Lansin.
You get an engraved gold-plated breastplate from the corpse of Lansin.
You get a shimmering chain of gold from the corpse of Lansin.
You get a shimmering chain of gold from the corpse of Lansin.
You get a gold-chased morion with an engraved silver comb from the corpse of Lansin.
You get a jade signet ring from the corpse of Lansin.
You get a jade signet ring from the corpse of Lansin.
You get a crystal lightstick from the corpse of Lansin.
* HP:Critical MV:Weary > Gnarbage leaves north.
You lean over and sever the bloody head from the corpse of Lansin.
* HP:Critical MV:Weary > Gnarbage narrates 'nj'
You narrate 'huzzah'
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
* HP:Battered MV:Winded > Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
*Lansin* is standing here.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > You lance *Lansin*'s head.
*Lansin* panics, and attempts to flee!
* HP:Battered MV:Winded - Lansin: Critical > kill light
*Lansin* leaves south.
*Lansin* has arrived from the south.
kill light
* HP:Battered MV:Winded > kill light
You try to lance *Lansin*, but he deflects the blow.
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > kill light
*Lansin* crushes your right arm.
A soldier joins Lansin's fight!
A Shienaran guard joins a soldier's fight!
You try to lance *Lansin*, but he parries successfully.
You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > nar 4n
You do the best you can!
*Lansin* panics, and attempts to flee!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You narrate '4n'
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
kill light
* HP:Battered MV:Winded - Lansin: Critical > kill light
You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical > change mood wimpy
Gnarbage has arrived from the south.
You do the best you can!
*Lansin* leaves east.
* HP:Battered MV:Winded - a soldier: Scratched > flee
They aren't here.
* HP:Battered MV:Winded - a soldier: Scratched > change mood brave
Mood changed to: Wimpy
e HP:Battered MV:Winded - a soldier: Scratched >
You panic and attempt to flee!
n
e
A Shienaran guard tries to slash you, but you deflect the blow.
A soldier tries to scythe you, but you deflect the blow.
Gnarbage leaves east.
You flee head over heels.
The Council Chamber
This is the Council Chamber from where Lord Agelmar rules Fal Dara. A large
Correcting map position after fleeing.
tapestry of the Grey Owl, the symbol of House Agelmar, is framed by two
windows above Lord Agelmar's chair. A large table, surrounded by chairs,
dominates the room. A sideboard rests along one wall, and a smaller door
leads opens southward.
[ obvious exits: S ]
An elite Shienaran guard attends his duties.
A clerk's assistant waits outside the door here.
Mood changed to: Brave
* HP:Battered MV:Winded > Alas, you cannot go that way...
* HP:Battered MV:Winded > Alas, you cannot go that way...
* HP:Battered MV:Winded > Alas, you cannot go that way...
s
* HP:Battered MV:Winded > e
e
Entrance Foyer
You have entered a large entry foyer. Functional tapestries, colorful
but simple, line the walls. Iron candelabra are evenly spaced between the
tapestries to provide an even light. Directly across from the main door of
the keep is a heavy wooden door, elegantly carved to signify its importance.
Corridors lead off to the east and to the west.
[ obvious exits: N E S W ]
A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A tough Shienaran soldier waits here.
A Shienaran guard patrols here, watching you carefully.
n
* HP:Battered MV:Winded > w
Eastern Hall
An expertly woven but surprisingly spartan rug carpets your feet here in
the eastern wing of Lord Anglemar's castle. Simple but elegant tapestries
adorn the walls, depicting some of Fal Dara's most famous battles. The
hall turns north east of here, while an ascending stairwell visible in the
corner in that direction. West from here is the main entry foyer. You
notice narrow arrow slits lining the south wall...if here deep within the
keep the main thought is for defence.
[ obvious exits: E W ]
kill light
* HP:Battered MV:Winded > East Wing of the Castle
This is the easternmost part of the keep. Simple but elegant tapestries
adorn the walls and the floor is covered with thick carpeting. The main
hallway continues to the north and runs back to the west. A plain looking
stairway in the corner of the room leads to the top floor of the keep.
[ obvious exits: N W U ]
The corpse of a raven is lying here.
A gray palfrey prances skittishly nearby.
bash
* HP:Battered MV:Winded > North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
Gnarbage the Master Torturer is standing here.
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Battered MV:Winded > They aren't here.
* HP:Battered MV:Winded > Bash who?
n
* HP:Battered MV:Winded > kill light
Gnarbage leaves east.
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying on the ground. Torches line the wall to the
north and provide lighting at nightfall. To the east is one of the four
tower of Fal Dara and to the west the training grounds continue.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Battered MV:Winded > They aren't here.
* HP:Battered MV:Winded > z
[scan ]
South: A large one-eyed man stands here, glaring at nothing in particular.
West: A tough Shienaran soldier waits here.
* HP:Battered MV:Winded > s
e
Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
z
* HP:Battered MV:Winded > North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
* HP:Battered MV:Winded > n
[scan ]
North: *Lansin* is standing here.
South: A gray palfrey prances skittishly nearby.
West: A large one-eyed man stands here, glaring at nothing in particular.
z
* HP:Battered MV:Winded > The Keep Armory
This large room supplies all of the armor for Fal Dara. As you look
around you see various pieces of leather, chainmail, and metal armor
hanging on the walls. The forge at the back of the room emits an intense
heat.
[ obvious exits: N S ]
*Lansin* is standing here.
An armorsmith's assistant stands here, ready to trade.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
An armorer stands here, working hard.
*Lansin* tries to crush you, but you parry successfully.
* HP:Battered MV:Winded - Lansin: Critical > kill light
[scan ]
North: A tough Shienaran soldier waits here.
South: An elite Shienaran guard attends his duties.
* HP:Battered MV:Winded - Lansin: Critical > You do the best you can!
* HP:Battered MV:Winded - Lansin: Critical >
*Lansin* panics, and attempts to flee!
* HP:Battered MV:Winded - Lansin: Critical > nar armorer
change mood wimpy
f
You narrate 'armorer'
* HP:Battered MV:Winded - Lansin: Critical > Mood changed to: Wimpy
change mood braveWinded - Lansin: Critical >
You panic and attempt to flee!
kill light
*Lansin* tries to crush you, but you parry successfully.
A merchant guard joins Lansin's fight!
A merchant guard joins a merchant guard's fight!
An armorer joins a merchant guard's fight!
An armorer bellows 'OVXTMkqFMt CIMUuCa qN OzZ@d]Ump uPRI hkVnTEv'
*Lansin* leaves north.
kill light
*Lansin* has arrived from the north.
kill light
*Lansin* leaves south.
You flee head over heels.
North End of the Eastern Wing
This main hallway along the eastern wing of the castle heads back south
Correcting map position after fleeing.
from here, with unadorned doors both north and west of here. From the
western door you can hear the sounds of men sparring and to the north
you hear hammers striking metal.
[ obvious exits: N S W ]
*Lansin* is standing here.
An elite Shienaran guard attends his duties.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
Mood changed to: Brave
*Lansin* leaves west.
* HP:Battered MV:Winded > An elite Shienaran guard slashes your left leg.
A Shienaran guard joins an elite Shienaran guard's fight!
The grizzled veteran joins an elite Shienaran guard's fight!
Gnarbage has arrived from the south.
They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > Gnarbage leaves north.
They aren't here.
kill light
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > change mood wimpy
They aren't here.
* HP:Beaten MV:Winded - an elite Shienaran guard: Healthy > flee
The grizzled veteran slashes your body.
A Shienaran guard slashes your body.
You lance an elite Shienaran guard's left leg hard.
An elite Shienaran guard slashes your head.
Mood changed to: Wimpy
You panic and attempt to flee!te Shienaran guard: Scratched >
nar uno
kill light
bash h.light
Gnarbage has arrived from the north.
Gnarbage leaves south.
You flee head over heels.
Fal Dara Weaponguild
This large room serves as the central training grounds for the soldiers of
Correcting map position after fleeing.
Fal Dara. Looking at the nicks and scratches all over the walls you can
tell that soldiers train here very often.
[ obvious exits: N E ]
A large one-eyed man stands here, glaring at nothing in particular.
A grim storyteller reads from a journal, surrounded by a dark aura.
An elite Shienaran guard attends his duties.
An elite Shienaran guard attends his duties.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
You narrate 'uno'
* HP:Beaten MV:Winded > An elite Shienaran guard has arrived from the east.
The grizzled veteran has arrived from the east.
They aren't here.
* HP:Beaten MV:Winded > Bash who?
* HP:Beaten MV:Winded > n
kill light
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying on the ground. Torches line the wall to the
north and provide lighting at nightfall. To the east is one of the four
tower of Fal Dara and to the west the training grounds continue.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Beaten MV:Winded > An elite Shienaran guard has arrived from the south.
The grizzled veteran has arrived from the south.
They aren't here.
z
* HP:Beaten MV:Winded > [scan ]
South: Gnarbage the Master Torturer is standing here.
West: A tough Shienaran soldier waits here.
* HP:Beaten MV:Winded > w
w
w
Outdoor Training Grounds
This is a wide open field that is completely barren except for the few
rows of weapon racks lying around. The ground here has been hard packed
to provide solid footing for the soldiers of Fal Dara. To the west is
one of the four towers of Fal Dara and to the east the training grounds
continue.
[ obvious exits: E W ]
A hanging lantern lights the path.
A tough Shienaran soldier waits here.
A Shienaran sergeant watches for the enemy here.
A young man, stripped to the waist, stands here catching his breath.
A young man, stripped to the waist, stands here catching his breath.
* HP:Beaten MV:Winded > u
An elite Shienaran guard has arrived from the east.
The grizzled veteran has arrived from the east.
In the Northwest Tower
You have entered the lower level of one of the watchtowers that occupy
each corner of the keep. A narrow spiral stairway leads to the top floor
of the tower, while to the east you can hear the sounds of men sparring
with one another.
[ obvious exits: E U ]
* HP:Beaten MV:Weary > Alas, you cannot go that way...
s
* HP:Beaten MV:Weary > s
Top of the Northwest Tower
From the top of this tower one can see the northern and western portions of
Fal Dara outside the keep, as well as the lands beyond extending off into a
shimmering haze that marks the edge of the blight. South of the blight
hearty hemlocks and spruce dot the surrounding grasslands. A good view of
the inner courtyard of the keep is provided from this tower as well. The
keep wall extends east and south of here, while a narrow spiral stair
descends to the lower level of this tower. There is a hole in the north
wall, where there was once a murderhole, out of which you can fall into the
road north of Fal Dara.
[ obvious exits: S D ]
An ageless woman in a red shawl stands here.
An archer draws his bow with a steady hand and a sharp eye.
* HP:Beaten MV:Weary > Along the Walls
Here along the high western wall of the keep you have a clear view of the
the inner courtyard on one side and the outer town on the other. A low
macholated parapit provides excellent cover. Beyond the outer town you
can see the surrounding wilderness of alpine grasslands with scattered
thickets of hemlock and spruce. The only way off this wall, except by
falling, is through the towers north and south of here, respectively.
[ obvious exits: N S ]
A hanging lantern lights the path.
d
* HP:Beaten MV:Weary > Atop the Southwest Tower
This large, circular chamber gives a clear view of tthe southern half of the
city and it's environs. Far off to he south, the forest begins to grow
again. Arrow slits along the walls would afford archers clear shots into the
streets around the keep and into the courtyard.
[ obvious exits: N D ]
An archer draws his bow with a steady hand and a sharp eye.
e
* HP:Beaten MV:Weary > e
In the Southwest Tower
This is one of the guard towers that stands watch over the town of Fal Dara.
Broad stairs lead up along the wall of the tower, allowing many men to rush
to the walls or into the courtyard to sally forth against their enemies. It
is dusty and chill, and rather barren.
[ obvious exits: E U ]
A quiet servant awaits instructions from his master.
* HP:Beaten MV:Weary > Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
z
* HP:Beaten MV:Weary > Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
*Lansin* is standing here.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A Shienaran guard patrols here, watching you carefully.
A grizzled Shienaran veteran looks on.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
*Lansin* tries to crush you, but you parry successfully.
* HP:Beaten MV:Weary - Lansin: Critical > [scan ]
North: A Tairen bloodstock stallion stands here, tail swaying with the breeze.
East: A Shienaran guard patrols here, watching you carefully.
South: A Shienaran guard patrols here, watching you carefully.
West: A grizzled Shienaran veteran looks on.
* HP:Beaten MV:Weary - Lansin: Critical > bash
A Shienaran guard joins Lansin's fight!
The grizzled veteran joins a Shienaran guard's fight!
A Shienaran guard joins a Shienaran guard's fight!
A Shienaran guard joins a Shienaran guard's fight!
A Shienaran guard slashes your body.
A Shienaran guard tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you parry successfully.
A Shienaran guard slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!
*Lansin* tries to crush you, but you deflect the blow.
*
*Lansin* panics, and attempts to flee!
-
Gnarbage has arrived from the west.
*Lansin* leaves north.
=
You lance a Shienaran guard's left arm very hard.
A Shienaran guard barely slashes your body.
You wish that your wounds would stop BLEEDING so much!
A Shienaran guard slashes your left leg.
You wish that your wounds would stop BLEEDING so much!
The grizzled veteran tries to slash you, but you parry successfully.
A Shienaran guard tries to slash you, but you deflect the blow.
They're not here anymore!
* HP:Beaten MV:Weary - a Shienaran guard: Scratched > nar 4n x
flee
You narrate '4n x'
*Lansin* has arrived from the north.
You panic and attempt to flee!aran guard: Scratched >
*Lansin* crushes Gnarbage's right arm.
Gnarbage panics, and attempts to flee!
change mood brave
kill light
A Shienaran guard tries to slash you, but you parry successfully.
A Shienaran guard tries to slash you, but you parry successfully.
The grizzled veteran tries to slash you, but you deflect the blow.
A Shienaran guard slashes your right leg.
You wish that your wounds would stop BLEEDING so much!
A soldier has arrived from the north.
A Shienaran guard has arrived from the east.
You flee head over heels.
Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
Correcting map position after fleeing.
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
Mood changed to: Brave
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary >
A soldier has arrived from the east.
The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
* HP:Beaten MV:Weary > w
kill light
In the Southwest Tower
This is one of the guard towers that stands watch over the town of Fal Dara.
Broad stairs lead up along the wall of the tower, allowing many men to rush
to the walls or into the courtyard to sally forth against their enemies. It
is dusty and chill, and rather barren.
[ obvious exits: E U ]
A quiet servant awaits instructions from his master.
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary > e
e
kill light
An elite Shienaran guard has arrived from above.
The grizzled veteran has arrived from above.
A soldier has arrived from the east.
The grizzled veteran has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
A Shienaran guard has arrived from the east.
Western End of the Courtyard
The courtyard stretches away to the east. The keep is to the north, though
the main gate lies off to the east. A large bale of hay lies outside the
stable to the south. A stout door blocks the entrance into the watchtower at
the western corner.
[ obvious exits: E S W ]
A hanging lantern lights the path.
A grizzled Shienaran veteran looks on.
A quiet servant awaits instructions from his master.
A grizzled Shienaran veteran looks on.
kill light
* HP:Beaten MV:Weary > kill light
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
*Lansin* is here, fighting Gnarbage.
Gnarbage the Master Torturer is here, fighting Lansin.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
* HP:Beaten MV:Weary > You lance *Lansin*'s left foot very hard.
*Lansin* panics, and attempts to flee!
* HP:Beaten MV:Weary - Gnarbage: Beaten - Lansin: Critical > kill light
Gnarbage leaves east.
You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Beaten MV:Weary - Lansin: Critical > You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > You do the best you can!
* HP:Beaten MV:Weary - Lansin: Critical > kill light
You do the best you can!
*Lansin* leaves south.
kill light
* HP:Beaten MV:Weary > kill light
They aren't here.
* HP:Beaten MV:Weary > They aren't here.
* HP:Beaten MV:Weary > s
kill light
They aren't here.
s
* HP:Beaten MV:Weary > kill light
They aren't here.
* HP:Beaten MV:Weary > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
*Lansin* is standing here.
A Shienaran guard patrols here, watching you carefully.
A dun mare is here, snorting angrily.
A draft horse is here.
*Lansin* crushes your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > No way! You're fighting for your life!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical >
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Lansin: Critical > kill light
You try to lance *Lansin*, but he parries successfully.
A Shienaran guard joins Lansin's fight!
kill light
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
change mood wimpy
* HP:Critical MV:Weary - Lansin: Critical > flee
change mood brave
Mood changed to: Wimpy
kill lightcal MV:Weary - Lansin: Critical >
You panic and attempt to flee!
kill light
*Lansin* leaves north.
A Shienaran guard tries to slash you, but you parry successfully.
You flee head over heels.
Center of the Courtyard
Across the courtyard before you stands the true Keep of Fal Dara. This is the
Correcting map position after fleeing.
residence of Lord Agelmar, whose family has ruled this city for generations.
The courtyard stretches off to the sides. The Keep's stables are off to the
west, and the guard barracks oversee the courtyard from the eastern end.
[ obvious exits: N E S W ]
A stout wooden barrel stands nearby.
The waters of a blue-veined marble fountain pour forth here.
A hanging lantern lights the path.
Gnarbage the Master Torturer is here, fighting Lansin.
*Lansin* is here, fighting Gnarbage.
An Illuminator's assistant stands here carrying some colored tubes.
A gray haired weaponsmaster stands nearby.
Mood changed to: Brave
* HP:Critical MV:Weary > You lance *Lansin*'s body.
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical >
The Fal Dara alarm horn sounds loudly.
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
kill light
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You lance *Lansin*'s body hard.
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > You do the best you can!
kill light
* HP:Critical MV:Weary - Gnarbage: Critical - Lansin: Critical > kill light
You do the best you can!
*Lansin* leaves south.
kill light
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > s
kill light
s
They aren't here.
kill light
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > Inner Gate of the Keep
This is the main entrance to the Keep. Above you gleam the well-oiled spikes
of the heavy iron portcullis, while the great doors of the keep are thrown
open. Faint light shines down through the archer's slots overhead. The walls
are high, steep, and thoroughly unclimbable. The floor is as smooth as
cobblestone can be, worn down the passing of thousands of feet and hooves.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A dun mare is here, snorting angrily.
A draft horse is here.
* HP:Critical MV:Weary > Gnarbage has arrived from the north.
They aren't here.
* HP:Critical MV:Weary > s
On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.
A Shienaran guard patrols here, watching you carefully.
A quiet servant awaits instructions from his master.
* HP:Critical MV:Weary > s
They aren't here.
* HP:Critical MV:Weary > kill light
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
A hanging lantern lights the path.
* HP:Critical MV:Weary > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
*Lansin* is standing here.
A grizzled Shienaran veteran looks on.
A Shienaran guard patrols here, watching you carefully.
A black cat meanders to an unknown destination.
The Fal Dara town crier stands here, spreading the news.
*Lansin* tries to crush you, but you parry successfully.
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > kill light
kill light
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > nar x
*Lansin* panics, and attempts to flee!
* HP:Critical MV:Weary - Lansin: Critical > kill light
You narrate 'x'
kill light
* HP:Critical MV:Weary - Lansin: Critical > kill light
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > Gnarbage has arrived from the north.
You do the best you can!
* HP:Critical MV:Weary - Lansin: Critical > kill light
Gnarbage cleaves *Lansin*'s body hard.
You do the best you can!
kill light
* HP:Critical MV:Weary - Lansin: Critical > kill light
Gnarbage cleaves *Lansin*'s body hard.
*Lansin* is mortally wounded, and will die soon, if not aided.
The grizzled veteran barely scythes Gnarbage's body.
A Shienaran guard joins the grizzled veteran's fight!
You lance *Lansin*'s body into bloody fragments!
*Lansin* 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 *Lansin*'s death cry.
They aren't here.
* HP:Critical MV:Weary > TICK IN 5 SECONDS.
They aren't here.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > g
scal
nar huzzah
[get all corpse]
You get a horned skull badge from the corpse of Lansin.
You get a horned skull badge from the corpse of Lansin.
You get eighteen copper pennys from the corpse of Lansin.
You get a wealth of gold crowns from the corpse of Lansin.
You get a mirrored lantern from the corpse of Lansin.
You get a pair of gleaming metal boots from the corpse of Lansin.
You get a pair of thick, gold-plated greaves from the corpse of Lansin.
You get a belt pack from the corpse of Lansin.
You get a shiny copper dagger from the corpse of Lansin.
You get a bronze belt of odd design from the corpse of Lansin.
You get a steel-banded club with multiple spikes from the corpse of Lansin.
You get a silver etched shield from the corpse of Lansin.
You get a jeweled wristcuff from the corpse of Lansin.
You get a jeweled wristcuff from the corpse of Lansin.
You get a sturdy pair of full leather gauntlets from the corpse of Lansin.
You get a pair of polished, gold-plated vambraces from the corpse of Lansin.
You get a heron-engraved scabbard from the corpse of Lansin.
You get a black, silver-embroidered cape from the corpse of Lansin.
You get an engraved gold-plated breastplate from the corpse of Lansin.
You get a shimmering chain of gold from the corpse of Lansin.
You get a shimmering chain of gold from the corpse of Lansin.
You get a gold-chased morion with an engraved silver comb from the corpse of Lansin.
You get a jade signet ring from the corpse of Lansin.
You get a jade signet ring from the corpse of Lansin.
You get a crystal lightstick from the corpse of Lansin.
* HP:Critical MV:Weary > Gnarbage leaves north.
You lean over and sever the bloody head from the corpse of Lansin.
* HP:Critical MV:Weary > Gnarbage narrates 'nj'
You narrate 'huzzah'