Crit kills
Re: Crit kills
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.
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.
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'
Re: Crit kills
Grim and I were fighting Badd and Kokoro around LS. We were using the small patty east south of well. I hit 1 north and got crit. Had to loop around to buy some time due to mobs. While I was off, Grim doored Koko 1e of the patty and killed him. He failed to tell me this or comm at all so I had no idea (just messing with you Grim, hard to comm while dooring people while crit and in abs). Then he narrates door. I assume he needs out. So I spam it open and release him and Badd. Badd flees back in. Grim chases. Grim dies. Badd flees out after I flee out, not knowing what's going on. Badd and I are fighting back and forth while I guard the loot until Grim gets back.
* HP:Critical MV:Full >
scan n
j
*Badd* is standing here.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A warhorse is here, stamping his feet impatiently.
* HP:Critical MV:Full >
j
[k light]
They aren't here.
* HP:Critical MV:Full >
[k light]
They aren't here.
* HP:Critical MV:Full >
j
[k light]
You try to lance *Badd*, but he parries successfully.
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Full - Badd: Beaten >
nar he 1n
j
*Badd* tries to pierce you, but you parry successfully.
A Gho'hlem trolloc joins your fight!
A Gho'hlem trolloc joins a Gho'hlem trolloc's fight!
A sinister man joins a Gho'hlem trolloc's fight!
You lance *Badd*'s body into bloody fragments!
*Badd* panics, and attempts to flee!
You narrate 'he 1n'
j
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
j
j
j
j
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* leaves north. ^^
*Badd* has arrived from the north.
[k light]
You try to lance *Badd*, but he parries successfully.
* HP:Critical MV:Full - Badd: Beaten >
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
3
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
[bash ]
-
*Badd* tries to pierce you, but you deflect the blow.
A Gho'hlem trolloc joins your fight!
A Gho'hlem trolloc joins a Gho'hlem trolloc's fight!
A sinister man joins a Gho'hlem trolloc's fight!
*Badd* panics, and attempts to flee!
=
+
*
*
+
=
*Badd* leaves east. >>
-
-
e
j
=
They're not here anymore!
* HP:Critical MV:Full >
Within the Silo
Stepping inside the silo your gaze is drawn further and further upwards. The
roof must be at least three stories above you. Ladders with platforms at the top
line the walls next to two story high wooden bins that are designed to hold
grain. Winches and ropes are next to each platform so workers can pull up
buckets of grain to deposit within the bins. Near the door a set of scales sits
to weigh out the buckets of grain as they are sold or bought. Grain is
scattered all over the floor here and more dead rat bodies are mixed among the
spoiling food. Looking at the marker sticks on each bin it would seem that
little grain is actually stored here at the moment. Looking at the bloated rats
sitting on the platforms and staring at you from every corner it is likely that
Lockshear will soon suffer a famine. The mangled remains of the silo cat lies
shredded next to the doorway.
[ obvious exits: W ]
Zone: Village of Lockshear
Door west: silodoor
The corpse of Grimclaw is lying here. (The heroic dead)
The corpse of Kokoro is lying here. (Ew bad guy)
*Badd* is standing here.
* HP:Critical MV:Full >
j
[k light]
*Badd* swiftly dodges your attempt to lance him.
* HP:Critical MV:Full - Badd: Beaten >
Grimclaw narrates 'who' (This fuckin guy)
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
Ok.
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* assumes an offensive striking posture. (Honestly? This is probably the play. I'm not sure who is trapped with whom)
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Full - Badd: Beaten >
*Badd* assumes a defensive striking posture.
* HP:Critical MV:Full - Badd: Beaten >
nar spam it shut
You narrate 'spam it shut'
a
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he parries successfully.
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
where
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
Players in your Zone
--------------------
Strangler - Within the Silo (Looking for my friend. Rig wouldn't make wait like this)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you deflect the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
a
*Badd* opens the silodoor.
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
where
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
Players in your Zone
--------------------
Grimclaw - Malkieri Court (My knight in shining armor has arrived)
Strangler - Within the Silo
You catch a faint scent of a horse nearby. (Did not catch this at the time)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee! (Please stop trying to escape #Ieatdeadpeople #praisebe)
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
nar tell me when got ia
a
a
You narrate 'tell me when got ia' (I cannot spell two letter words. I am clearly flustered)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
The silodoor is opened from the other side. (This was not my friend. Who I was initially annoyed with)
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
nar shut
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
You narrate 'shut'
* HP:Beaten MV:Full - Badd: Beaten >
a
You narrate 'shut'
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
a
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.077 seconds.
* HP:Beaten MV:Fresh - Badd: Beaten >
a
[close door w]
Ok.
* HP:Beaten MV:Fresh - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Beaten >
a
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
a
a
a
*Badd* opens the silodoor.
The silodoor closes quietly. (Most excellent Grimclaw. Most excellent indeed!)
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he parries successfully.
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* assumes an offensive striking posture.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
bj
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
3
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
The silodoor is opened from the other side.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
The silodoor is opened from the other side.
The silodoor closes quietly.
[change mood berserk]
Mood changed to: Berserk (Party time)
* HP:Beaten MV:Fresh - Badd: Beaten >
[bash ]
-
=
+
*
*Badd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
*
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
Your bash at *Badd* sends him sprawling!
*Badd* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Badd: Beaten >
You lance *Badd*'s right foot into bloody fragments!
*Badd* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Badd: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
You try to lance *Badd*, but he parries successfully.
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
The silodoor is opened from the other side.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
3
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[bash ]
They already seem to be stunned.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You try to lance *Badd*, but he parries successfully.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
3
*Badd* assumes a defensive striking posture.
* HP:Critical MV:Fresh - Badd: Critical >
[bash ]
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
*
*Badd* opens the silodoor.
The silodoor closes quietly.
*Badd* opens the silodoor.
The silodoor closes quietly.
*
*Badd* tries to pierce you, but you parry successfully.
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
*Kokoro* has arrived from the west. (Ohhhhh no)
The silodoor closes quietly.
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
Your bash at *Badd* sends him sprawling!
*Badd* panics, and attempts to flee!
* HP:Critical MV:Fresh - Badd: Critical >
a
a
You lance *Badd*'s body into bloody fragments!
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
a
a
a
a
*Kokoro* gets a large slab of meat from the corpse of Grimclaw. (This is going to suck)
*Kokoro* gets a large slab of meat from the corpse of Grimclaw.
*Kokoro* gets sixteen copper pennys from the corpse of Grimclaw.
*Kokoro* gets a skin of human flesh from the corpse of Grimclaw.
*Kokoro* gets a dark pair of steel boots from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated greaves from the corpse of Grimclaw.
*Kokoro* gets a wildly-spiked axe from the corpse of Grimclaw.
*Kokoro* gets a sungwood bracelet from the corpse of Grimclaw.
*Kokoro* gets a sungwood bracelet from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated gauntlets from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated vambraces from the corpse of Grimclaw.
*Kokoro* gets an embroidered, cotton shoulder bag from the corpse of Grimclaw.
*Kokoro* gets a black wool cape embroidered with a swooping hawk from the corpse of Grimclaw.
*Kokoro* gets a shimmering chain of gold from the corpse of Grimclaw.
*Kokoro* gets a weathered, storm-gray gorget from the corpse of Grimclaw.
*Kokoro* gets a polished, slitted great helm from the corpse of Grimclaw.
*Kokoro* gets a jade signet ring from the corpse of Grimclaw.
*Kokoro* gets a jade signet ring from the corpse of Grimclaw.
*Kokoro* gets an oilstone from the corpse of Grimclaw.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical > [close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
*Kokoro* slides a jade signet ring on to his right ring finger.
*Kokoro* slides a jade signet ring on to his left ring finger.
*Kokoro* wears a polished, slitted great helm on his head.
*Kokoro* wears a weathered, storm-gray gorget around his neck.
*Kokoro* wears a shimmering chain of gold around his neck.
*Kokoro* wears a black wool cape embroidered with a swooping hawk about his body.
*Kokoro* wears an embroidered, cotton shoulder bag on his back.
*Kokoro* wears a pair of steel-plated vambraces on his arms.
*Kokoro* puts a pair of steel-plated gauntlets on his hands.
*Kokoro* puts a sungwood bracelet on around his right wrist.
*Kokoro* puts a sungwood bracelet on around his left wrist.
*Kokoro* wields a wildly-spiked axe in a two-handed grip.
*Kokoro* puts a pair of steel-plated greaves on his legs.
*Kokoro* wears a dark pair of steel boots on his feet.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical > You swiftly dodge *Kokoro*'s attempt to cleave you.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
You lance *Badd*'s right leg into bloody fragments!
*Badd* is mortally wounded, and will die soon, if not aided. (Well, lets see)
* HP:Critical MV:Fresh >
[close door w]
It's already closed!
* HP:Critical MV:Fresh >
j
3
[k light]
You lance *Kokoro*'s right hand.
* HP:Critical MV:Fresh - Kokoro: Battered > (He's battered, I see that Grim was doing the Great Lord's work. What a stud)
[bash ]
-
=
+
*
*
*Kokoro* tries to cleave you, but you deflect the blow.
You dodge a bash from *Kokoro* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
+
=
-
Grimclaw narrates 'uh oh' (Thanks Grim)
-
=
Your bash at *Kokoro* sends him sprawling!
* HP:Critical MV:Fresh - Kokoro: Battered >
nar hit 1e
You narrate 'hit 1e'
* HP:Critical MV:Fresh - Kokoro: Battered >
You lance *Kokoro*'s body into bloody fragments!
*Badd* lies immobile on the ground, suffering...
*Badd* is dead! R.I.P.
Your blood freezes as you hear *Badd*'s death cry.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
nar am zerk
The silodoor is opened from the other side.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw has arrived from the west. (My hero)
* HP:Beaten MV:Fresh - Kokoro: Beaten >
You narrate 'am zerk'
* HP:Beaten MV:Fresh - Kokoro: Beaten >
3
Grimclaw closes the silodoor.
[bash ]
Grimclaw hits *Kokoro*'s left leg. (One punch man)
-
Grimclaw tries to hit *Kokoro*, but he deflects the blow.
*Kokoro* tries to cleave you, but you parry successfully.
=
+
*
*
+
=
-
-
=
As *Kokoro* avoids your bash, you topple over and fall to the ground!
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw tries to hit *Kokoro*, but he parries successfully.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
You dodge a bash from *Kokoro* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Fresh - Kokoro: Beaten >
nar loot yourself
3
You narrate 'loot yourself'
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw tickles *Kokoro*'s left arm with his hit.
You lance *Kokoro*'s right arm.
[bash ]
Grimclaw gets a shining steel breastplate from the corpse of Grimclaw. (Useless)
-
=
+
*
*
+
=
-
*Kokoro* says 'CYC?' (I think he's asking for sex stuff, this is not the time or the place, sir)
-
*Kokoro* cleaves Grimclaw's body into bloody fragments!
Grimclaw tries to hit *Kokoro*, but he deflects the blow.
=
Your bash at *Kokoro* sends him sprawling!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
a
Grimclaw hits *Kokoro*'s body extremely hard. (This is amazing, just now seeing this haha)
You lance *Kokoro*'s body into bloody fragments!
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
Grimclaw hits *Kokoro*'s left arm.
You lance *Kokoro*'s body into bloody fragments!
*Kokoro* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Kokoro*'s death cry.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
Grimclaw gets a wildly-spiked axe from the corpse of Kokoro.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
[close door w]
It's already closed!
b
[change mood brave]
You try to calm down, but can't.
So I wasn't crit for one of them. But I thought it was a fun log. We don't see enough door fighting. Props to Koko and Badd. Badd for pushing and not being scaredy. That was the right call. And to Koko for risking death to try to get him out. Did my best to edit this so if it seems choppy, my bad.
* HP:Critical MV:Full >
scan n
j
*Badd* is standing here.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A warhorse is here, stamping his feet impatiently.
* HP:Critical MV:Full >
j
[k light]
They aren't here.
* HP:Critical MV:Full >
[k light]
They aren't here.
* HP:Critical MV:Full >
j
[k light]
You try to lance *Badd*, but he parries successfully.
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Full - Badd: Beaten >
nar he 1n
j
*Badd* tries to pierce you, but you parry successfully.
A Gho'hlem trolloc joins your fight!
A Gho'hlem trolloc joins a Gho'hlem trolloc's fight!
A sinister man joins a Gho'hlem trolloc's fight!
You lance *Badd*'s body into bloody fragments!
*Badd* panics, and attempts to flee!
You narrate 'he 1n'
j
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
j
j
j
j
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* leaves north. ^^
*Badd* has arrived from the north.
[k light]
You try to lance *Badd*, but he parries successfully.
* HP:Critical MV:Full - Badd: Beaten >
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
j
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
3
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
[bash ]
-
*Badd* tries to pierce you, but you deflect the blow.
A Gho'hlem trolloc joins your fight!
A Gho'hlem trolloc joins a Gho'hlem trolloc's fight!
A sinister man joins a Gho'hlem trolloc's fight!
*Badd* panics, and attempts to flee!
=
+
*
*
+
=
*Badd* leaves east. >>
-
-
e
j
=
They're not here anymore!
* HP:Critical MV:Full >
Within the Silo
Stepping inside the silo your gaze is drawn further and further upwards. The
roof must be at least three stories above you. Ladders with platforms at the top
line the walls next to two story high wooden bins that are designed to hold
grain. Winches and ropes are next to each platform so workers can pull up
buckets of grain to deposit within the bins. Near the door a set of scales sits
to weigh out the buckets of grain as they are sold or bought. Grain is
scattered all over the floor here and more dead rat bodies are mixed among the
spoiling food. Looking at the marker sticks on each bin it would seem that
little grain is actually stored here at the moment. Looking at the bloated rats
sitting on the platforms and staring at you from every corner it is likely that
Lockshear will soon suffer a famine. The mangled remains of the silo cat lies
shredded next to the doorway.
[ obvious exits: W ]
Zone: Village of Lockshear
Door west: silodoor
The corpse of Grimclaw is lying here. (The heroic dead)
The corpse of Kokoro is lying here. (Ew bad guy)
*Badd* is standing here.
* HP:Critical MV:Full >
j
[k light]
*Badd* swiftly dodges your attempt to lance him.
* HP:Critical MV:Full - Badd: Beaten >
Grimclaw narrates 'who' (This fuckin guy)
[k light]
You do the best you can!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
Ok.
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* assumes an offensive striking posture. (Honestly? This is probably the play. I'm not sure who is trapped with whom)
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
* HP:Critical MV:Full - Badd: Beaten >
*Badd* assumes a defensive striking posture.
* HP:Critical MV:Full - Badd: Beaten >
nar spam it shut
You narrate 'spam it shut'
a
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Critical MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he parries successfully.
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
where
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
Players in your Zone
--------------------
Strangler - Within the Silo (Looking for my friend. Rig wouldn't make wait like this)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you deflect the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
a
*Badd* opens the silodoor.
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
where
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
Players in your Zone
--------------------
Grimclaw - Malkieri Court (My knight in shining armor has arrived)
Strangler - Within the Silo
You catch a faint scent of a horse nearby. (Did not catch this at the time)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you deflect the blow.
You try to lance *Badd*, but he deflects the blow.
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee! (Please stop trying to escape #Ieatdeadpeople #praisebe)
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* opens the silodoor.
[close door w]
Ok.
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you deflect the blow.
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
nar tell me when got ia
a
a
You narrate 'tell me when got ia' (I cannot spell two letter words. I am clearly flustered)
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he deflects the blow.
The silodoor is opened from the other side. (This was not my friend. Who I was initially annoyed with)
[close door w]
Ok.
a
* HP:Beaten MV:Full - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Full - Badd: Beaten >
nar shut
[close door w]
It's already closed!
a
* HP:Beaten MV:Full - Badd: Beaten >
You narrate 'shut'
* HP:Beaten MV:Full - Badd: Beaten >
a
You narrate 'shut'
* HP:Beaten MV:Full - Badd: Beaten >
a
*Badd* opens the silodoor.
a
* HP:Beaten MV:Full - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you deflect the blow.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.077 seconds.
* HP:Beaten MV:Fresh - Badd: Beaten >
a
[close door w]
Ok.
* HP:Beaten MV:Fresh - Badd: Beaten >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Beaten >
a
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
a
a
a
*Badd* opens the silodoor.
The silodoor closes quietly. (Most excellent Grimclaw. Most excellent indeed!)
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* tries to pierce you, but you parry successfully.
You try to lance *Badd*, but he parries successfully.
*Badd* opens the silodoor.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
*Badd* assumes an offensive striking posture.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
bj
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
3
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
The silodoor is opened from the other side.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Beaten >
The silodoor is opened from the other side.
The silodoor closes quietly.
[change mood berserk]
Mood changed to: Berserk (Party time)
* HP:Beaten MV:Fresh - Badd: Beaten >
[bash ]
-
=
+
*
*Badd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
*
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
Your bash at *Badd* sends him sprawling!
*Badd* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Badd: Beaten >
You lance *Badd*'s right foot into bloody fragments!
*Badd* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Badd: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
a
You try to lance *Badd*, but he parries successfully.
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Badd: Critical >
a
The silodoor is opened from the other side.
The silodoor closes quietly.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
3
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Badd: Critical >
[bash ]
They already seem to be stunned.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
* HP:Beaten MV:Fresh - Badd: Critical >
*Badd* pierces your body hard.
You wish that your wounds would stop BLEEDING so much!
You try to lance *Badd*, but he parries successfully.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
*Badd* opens the silodoor.
The silodoor closes quietly.
* HP:Critical MV:Fresh - Badd: Critical >
3
*Badd* assumes a defensive striking posture.
* HP:Critical MV:Fresh - Badd: Critical >
[bash ]
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
*
*Badd* opens the silodoor.
The silodoor closes quietly.
*Badd* opens the silodoor.
The silodoor closes quietly.
*
*Badd* tries to pierce you, but you parry successfully.
*Badd* opens the silodoor.
The silodoor closes quietly.
+
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
*Kokoro* has arrived from the west. (Ohhhhh no)
The silodoor closes quietly.
*Badd* opens the silodoor.
The silodoor closes quietly.
-
*Badd* opens the silodoor.
The silodoor closes quietly.
=
*Badd* opens the silodoor.
The silodoor closes quietly.
Your bash at *Badd* sends him sprawling!
*Badd* panics, and attempts to flee!
* HP:Critical MV:Fresh - Badd: Critical >
a
a
You lance *Badd*'s body into bloody fragments!
*Badd* panics, and attempts to flee!
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
a
* HP:Critical MV:Fresh - Badd: Critical >
a
a
a
a
*Kokoro* gets a large slab of meat from the corpse of Grimclaw. (This is going to suck)
*Kokoro* gets a large slab of meat from the corpse of Grimclaw.
*Kokoro* gets sixteen copper pennys from the corpse of Grimclaw.
*Kokoro* gets a skin of human flesh from the corpse of Grimclaw.
*Kokoro* gets a dark pair of steel boots from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated greaves from the corpse of Grimclaw.
*Kokoro* gets a wildly-spiked axe from the corpse of Grimclaw.
*Kokoro* gets a sungwood bracelet from the corpse of Grimclaw.
*Kokoro* gets a sungwood bracelet from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated gauntlets from the corpse of Grimclaw.
*Kokoro* gets a pair of steel-plated vambraces from the corpse of Grimclaw.
*Kokoro* gets an embroidered, cotton shoulder bag from the corpse of Grimclaw.
*Kokoro* gets a black wool cape embroidered with a swooping hawk from the corpse of Grimclaw.
*Kokoro* gets a shimmering chain of gold from the corpse of Grimclaw.
*Kokoro* gets a weathered, storm-gray gorget from the corpse of Grimclaw.
*Kokoro* gets a polished, slitted great helm from the corpse of Grimclaw.
*Kokoro* gets a jade signet ring from the corpse of Grimclaw.
*Kokoro* gets a jade signet ring from the corpse of Grimclaw.
*Kokoro* gets an oilstone from the corpse of Grimclaw.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical > [close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
*Kokoro* slides a jade signet ring on to his right ring finger.
*Kokoro* slides a jade signet ring on to his left ring finger.
*Kokoro* wears a polished, slitted great helm on his head.
*Kokoro* wears a weathered, storm-gray gorget around his neck.
*Kokoro* wears a shimmering chain of gold around his neck.
*Kokoro* wears a black wool cape embroidered with a swooping hawk about his body.
*Kokoro* wears an embroidered, cotton shoulder bag on his back.
*Kokoro* wears a pair of steel-plated vambraces on his arms.
*Kokoro* puts a pair of steel-plated gauntlets on his hands.
*Kokoro* puts a sungwood bracelet on around his right wrist.
*Kokoro* puts a sungwood bracelet on around his left wrist.
*Kokoro* wields a wildly-spiked axe in a two-handed grip.
*Kokoro* puts a pair of steel-plated greaves on his legs.
*Kokoro* wears a dark pair of steel boots on his feet.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical > You swiftly dodge *Kokoro*'s attempt to cleave you.
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
[close door w]
It's already closed!
* HP:Critical MV:Fresh - Badd: Critical >
a
You lance *Badd*'s right leg into bloody fragments!
*Badd* is mortally wounded, and will die soon, if not aided. (Well, lets see)
* HP:Critical MV:Fresh >
[close door w]
It's already closed!
* HP:Critical MV:Fresh >
j
3
[k light]
You lance *Kokoro*'s right hand.
* HP:Critical MV:Fresh - Kokoro: Battered > (He's battered, I see that Grim was doing the Great Lord's work. What a stud)
[bash ]
-
=
+
*
*
*Kokoro* tries to cleave you, but you deflect the blow.
You dodge a bash from *Kokoro* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
+
=
-
Grimclaw narrates 'uh oh' (Thanks Grim)
-
=
Your bash at *Kokoro* sends him sprawling!
* HP:Critical MV:Fresh - Kokoro: Battered >
nar hit 1e
You narrate 'hit 1e'
* HP:Critical MV:Fresh - Kokoro: Battered >
You lance *Kokoro*'s body into bloody fragments!
*Badd* lies immobile on the ground, suffering...
*Badd* is dead! R.I.P.
Your blood freezes as you hear *Badd*'s death cry.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
nar am zerk
The silodoor is opened from the other side.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw has arrived from the west. (My hero)
* HP:Beaten MV:Fresh - Kokoro: Beaten >
You narrate 'am zerk'
* HP:Beaten MV:Fresh - Kokoro: Beaten >
3
Grimclaw closes the silodoor.
[bash ]
Grimclaw hits *Kokoro*'s left leg. (One punch man)
-
Grimclaw tries to hit *Kokoro*, but he deflects the blow.
*Kokoro* tries to cleave you, but you parry successfully.
=
+
*
*
+
=
-
-
=
As *Kokoro* avoids your bash, you topple over and fall to the ground!
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw tries to hit *Kokoro*, but he parries successfully.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
You dodge a bash from *Kokoro* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Fresh - Kokoro: Beaten >
nar loot yourself
3
You narrate 'loot yourself'
* HP:Beaten MV:Fresh - Kokoro: Beaten >
Grimclaw tickles *Kokoro*'s left arm with his hit.
You lance *Kokoro*'s right arm.
[bash ]
Grimclaw gets a shining steel breastplate from the corpse of Grimclaw. (Useless)
-
=
+
*
*
+
=
-
*Kokoro* says 'CYC?' (I think he's asking for sex stuff, this is not the time or the place, sir)
-
*Kokoro* cleaves Grimclaw's body into bloody fragments!
Grimclaw tries to hit *Kokoro*, but he deflects the blow.
=
Your bash at *Kokoro* sends him sprawling!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Beaten >
a
a
Grimclaw hits *Kokoro*'s body extremely hard. (This is amazing, just now seeing this haha)
You lance *Kokoro*'s body into bloody fragments!
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
[close door w]
It's already closed!
a
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
[close door w]
It's already closed!
* HP:Beaten MV:Fresh - Grimclaw: Battered - Kokoro: Critical >
a
a
Grimclaw hits *Kokoro*'s left arm.
You lance *Kokoro*'s body into bloody fragments!
*Kokoro* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Kokoro*'s death cry.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
a
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
Grimclaw gets a wildly-spiked axe from the corpse of Kokoro.
[close door w]
It's already closed!
* HP:Beaten MV:Fresh >
[close door w]
It's already closed!
b
[change mood brave]
You try to calm down, but can't.
So I wasn't crit for one of them. But I thought it was a fun log. We don't see enough door fighting. Props to Koko and Badd. Badd for pushing and not being scaredy. That was the right call. And to Koko for risking death to try to get him out. Did my best to edit this so if it seems choppy, my bad.
Re: Crit kills
o HP:Critical MV:Strong > dd
scan e
Trill narrates 'ron'
o HP:Critical MV:Strong > [diag h.light]
No-one by that name here.
o HP:Critical MV:Strong > st
*Jayd* is here, fighting Trill.
Trill the Great Havoc is here, fighting Jayd.
A Dha'vol trolloc is here, fighting Jayd.
A ramshorned trolloc is here, fighting Jayd.
A hooded myrddraal is here, fighting Jayd.
o HP:Critical MV:Strong > You stop resting, and stand up.
*Jayd* has arrived from the east.
1
* HP:Critical MV:Strong > [k light]
You try to scythe *Jayd*, but she deflects the blow.
* HP:Critical MV:Strong - Jayd: Battered >
*Jayd* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Strong - Jayd: Battered > close door east
*Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she parries successfully.
* HP:Critical MV:Strong - Jayd: Battered > Ok.
* HP:Critical MV:Strong - Jayd: Battered > nar 1w
You narrate '1w'
* HP:Critical MV:Strong - Jayd: Battered > open door east
change mood wimpy
Ok.
*Jayd* closes the deadroots.
f
* HP:Critical MV:Strong - Jayd: Battered > *Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
Mood changed to: Wimpy
* HP:Critical MV:Strong - Jayd: Battered > PANIC! You couldn't escape!
* HP:Critical MV:Strong - Jayd: Battered >
*Jayd* tickles your head with her pierce.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she parries successfully.
* HP:Critical MV:Strong - Jayd: Battered > change mood berserk
b
Mood changed to: Berserk
[bash ] ng - Jayd: Battered >
*
The deadroots is opened from the other side.
*Jayd* closes the deadroots.
*Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
*Jayd* tickles your body with her pierce.
You wish that your wounds would stop BLEEDING so much!
=
Your bash at *Jayd* sends her sprawling!
The deadroots is opened from the other side.
* HP:Critical MV:Strong - Jayd: Battered >
A young, agile hare leaves east.
* HP:Critical MV:Strong - Jayd: Battered > open door east
open door east
You scythe *Jayd*'s left arm into bloody fragments!
It's already open!
* HP:Critical MV:Strong - Jayd: Battered > It's already open!
* HP:Critical MV:Strong - Jayd: Battered >
Trill pierces *Jayd*'s body into bloody fragments!
* HP:Critical MV:Strong - Jayd: Beaten > close door east
TICK IN 5 SECONDS.
Ok.
* HP:Critical MV:Strong - Jayd: Beaten > close door east
close door east
Trill pierces *Jayd*'s head into bloody fragments!
*Jayd* panics, and attempts to flee!
You scythe *Jayd*'s body into bloody fragments!
*Jayd* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
close door east
close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
close door east
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
close door east
Trill tries to pierce *Jayd*, but she parries successfully.
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she deflects the blow.
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > b
[bash ]
*Jayd* sighs loudly.
Trill tries to pierce *Jayd*, but she deflects the blow.
*someone* pierces your body.
You are incapacitated and will slowly die, if not aided.
*
You are dead! Sorry...
Three times is the charm!
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.
[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.
o HP:Critical MV:Haggard > t trill ffs
st
You tell Trill 'ffs'
o HP:Critical MV:Haggard > d
You stop resting, and stand up.
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard >
If you'd like some equipment to help you get back into the fight then say rekit.
o HP:Critical MV:Haggard > nar incap rip
sc
You narrate 'incap rip'
o HP:Critical MV:Haggard > stat
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 80, Dodging bonus: 20, Parrying bonus: 28
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
o HP:Critical MV:Haggard >
You can type 'warrior/hunter/rogue practice' in this room to summon trainers. Dismiss trainer once you are finished.
o HP:Critical MV:Haggard > r
wh
You sit down and rest your tired bones.
o HP:Critical MV:Haggard > Players
-------
Rakkard the Dha'vol Butcher [Dha'vol Master]
5 Trill the Great Havoc [Ko'bal Master]
2 players displayed.
o HP:Critical MV:Haggard > nar you get him?
sc
You narrate 'you get him?'
o HP:Critical MV:Haggard > stat
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 80, Dodging bonus: 5, Parrying bonus: 21
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard > l
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > nar ill quaff and come
l
You narrate 'ill quaff and come'
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
Trill narrates 'on'
o HP:Critical MV:Haggard > sc
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar on tic
You narrate 'on tic'
sc
o HP:Critical MV:Haggard > You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard > nar he got out?
sc
You narrate 'he got out?'
o HP:Critical MV:Haggard > You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar need tic for mvs
l
You narrate 'need tic for mvs'
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard >
Trill narrates 'on inisde'
o HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar nod
You narrate 'nod'
o HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > l
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > nar sleeping for half tic
You narrate 'sleeping for half tic'
o HP:Critical MV:Haggard > nar dont let him out snicker
wh
You narrate 'dont let him out snicker'
o HP:Critical MV:Haggard > Players
-------
Rakkard the Dha'vol Butcher [Dha'vol Master]
5 Trill the Great Havoc [Ko'bal Master]
2 players displayed.
o HP:Critical MV:Haggard > sl
You go to sleep.
sc
HP:Critical MV:Haggard > You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
stat
HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Haggard > sav
Saving Rakkard.
HP:Critical MV:Haggard > TICK IN 5 SECONDS.
sav
You have already saved during this tic.
HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
Saving Rakkard.
HP:Critical MV:Weary > wake
stand
You wake, and sit up.
Trill narrates 'need u tho'
o HP:Critical MV:Weary > You stand up.
o HP:Critical MV:Weary > nar otw
You narrate 'otw'
o HP:Critical MV:Weary > nar fast as i can
You narrate 'fast as i can'
o HP:Critical MV:Weary > w
w
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Weary > The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
A bearish trolloc towers here, its snout drawn into a snarl.
s
* HP:Critical MV:Weary > s
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
* HP:Critical MV:Weary > s
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
s
* HP:Critical MV:Weary > The Courtyard
Amongst the rocks and splintered wood that covers the floor is a lance with a
tattered flag attatched to it. The holder is now a skeleton, his own clothes
nothing but rags, with an insignia of the Golden Eagle emblazoned on the front.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
w
* HP:Critical MV:Weary > The Courtyard
One of the few parts of the courtyard not cluttered, the cobblestone can
actually be seen. A well lies to the west set in large granite stones. The twin
keeps that once stood menacingly to the east are now crumbling and falling
apart.
[ obvious exits: N E W ]
A huge darkhound is here, drooling and snarling.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > Alas, you cannot go that way...
* HP:Critical MV:Weary > The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > grov fade
You grovel before him.
o HP:Critical MV:Weary >
A hooded myrddraal hisses 'You wouldn't survive the Great Lord's touch, worm.'
A hooded myrddraal laughs coldly.
o HP:Critical MV:Weary > sc
r
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o HP:Critical MV:Weary > You sit down and rest your tired bones.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary >
A huge darkhound has arrived from the east.
A Dha'vol trolloc leaves south.
o HP:Critical MV:Weary > sl
You go to sleep.
sc
HP:Critical MV:Weary > You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Weary > wake
stand
You wake, and sit up.
o HP:Critical MV:Weary > You stand up.
o HP:Critical MV:Weary > grov fade
You grovel before him.
o HP:Critical MV:Weary >
A hooded myrddraal hisses 'You wouldn't survive the Great Lord's touch, worm.'
A hooded myrddraal laughs coldly.
o HP:Critical MV:Weary >
Trill narrates 'hit him'
o HP:Critical MV:Weary > nar ugh no vial in rk rent, need 1 more tic
r
You narrate 'ugh no vial in rk rent, need 1 more tic'
o HP:Critical MV:Weary > You sit down and rest your tired bones.
o HP:Critical MV:Weary > sc
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > l
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > where
Players in your Zone
--------------------
Rakkard - The Well
o HP:Critical MV:Weary > eq
You are using:
Nothing.
o HP:Critical MV:Weary >
A red-eyed raven caws 'Twixt is at The Twist in the Dark Road'
o HP:Critical MV:Weary > sc
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary >
A red-eyed raven caws 'Twixt is at The Twist in the Dark Road'
o HP:Critical MV:Weary > l
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > where
Players in your Zone
--------------------
Rakkard - The Well
o HP:Critical MV:Weary > sl
You go to sleep.
HP:Critical MV:Weary > sc
sav
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > You have already saved during this tic.
sav
HP:Critical MV:Weary > You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
TICK IN 5 SECONDS.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
Saving Rakkard.
HP:Beaten MV:Winded > wake
stand
s
You wake, and sit up.
w
o HP:Beaten MV:Winded > You stand up.
w
o HP:Beaten MV:Winded > w
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.
A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
* HP:Beaten MV:Winded > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A slinking Ko'bal trolloc is resting here.
* HP:Beaten MV:Winded > nar otw
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Beaten MV:Winded > The stonegate seems to be closed.
doorName is now set as: stonegate
* HP:Beaten MV:Winded > call
w
w
w
w
w
w
You narrate 'otw'
* HP:Beaten MV:Winded > You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
* HP:Beaten MV:Winded > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
An iron lantern hangs from the wall above the gate.
* HP:Beaten MV:Winded > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
o HP:Beaten MV:Winded > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
o HP:Beaten MV:Winded > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Winded > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
w
* HP:Beaten MV:Winded > s
s
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Winded > s
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Winded > s
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
s
* HP:Beaten MV:Winded > s
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
A huge darkhound is here, drooling and snarling.
A small stick is lying on the ground here.
* HP:Beaten MV:Winded > s
The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
A huge trolloc marked with a whirlwind snorts here.
A huge trolloc marked with a whirlwind snorts here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > w
The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving north.
A black tree with bloated leaves sprouts from the ground, branches quivering.
w
* HP:Beaten MV:Weary > The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
w
* HP:Beaten MV:Weary > w
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Weary > w
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving west.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Weary > s
e
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
* HP:Beaten MV:Weary > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
* HP:Beaten MV:Weary > s
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
A trolloc is here ruling a group of trollocs.
s
* HP:Beaten MV:Weary > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
A trolloc is here, exhorting a group of trolloc raiders.
* HP:Beaten MV:Weary > The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving north.
* HP:Beaten MV:Weary > s
The Blight
The Blight winds about you in a horrid display of vivid color. Foul blacks and
reds stain leaves which were never meant to display such shades. Every plant
and creeper seems bloated and ready to burst apart. Broken trees leak a thick
black sap, which you wisely avoid touching.
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
* HP:Beaten MV:Weary > e
s
s
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
There are some tracks of a trolloc leaving north.
The blight bear stands on its haunches, roaring madly.
* HP:Beaten MV:Weary > The Blight
The Blight stretches on about you. Far off to the north you can see the peaks
of the Mountains of Dhoom. The stunted growth continues about you, and you
grow weary of this seemingly endless wasted land.
[ obvious exits: N S ]
* HP:Beaten MV:Weary > The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a myrddraal leaving west.
A thick, leather backpack lies abandoned here.
* HP:Beaten MV:Weary > w
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a myrddraal leaving south.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Weary > s
n
p fol rakkard
The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
A watchful Dha'vol trolloc scouts his surroundings here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
* HP:Beaten MV:Weary > The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Haggard > s
[o dha]
A Dha'vol trolloc starts following you.
Ok.
* HP:Beaten MV:Haggard > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
A watchful Dha'vol trolloc scouts his surroundings here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > ungro dha
A Dha'vol trolloc is no longer a member of your group.
A Dha'vol trolloc stops following you.
* HP:Beaten MV:Haggard > o watchful fol rakkard
w
s
A watchful Dha'vol trolloc starts following you.
Ok.
* HP:Beaten MV:Haggard > s
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
The blight bear stands on its haunches, roaring madly.
A watchful Dha'vol trolloc has arrived from the east.
s
* HP:Beaten MV:Haggard > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A trolloc is here commanding a fist of troops.
A watchful Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > w
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A watchful Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > w
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
A watchful Dha'vol trolloc has arrived from the north.
w
* HP:Beaten MV:Haggard > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
A juicy looking apple has fallen to the ground. [5]
A snake is crawling through the water here.
A watchful Dha'vol trolloc has arrived from the east.
w
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of an animal leaving west.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A watchful Dha'vol trolloc has arrived from the east.
w
* HP:Beaten MV:Haggard > w
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 ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving west.
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > On the Hillside
This side of the hill sticks out from the other sides in one important way.
Here, in the soil of the slope, grows some blue flowers! Everything in the
area around the hill looks quite dead with this brilliant exception. The
strong flowers struggle to survive the evil of the blighted forest. To the
west is the top of the hill, east one can see some dead trees, and south is
the forest.
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
A green woodpecker is visible flying high in the sky.
A raven is visible flying high in the sky.
A mole is here, looking sickly.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > n
n
The Decaying Forest
A small heap of stones is scattered around the dead trees. The branches of
these trees grow really close to the ground. Together with branches from
other trees, they form giant wood gates reinforced with stone at the foot.
Passing these giant gates to the west might prove a little too hard. To the
north and east the forest goes on, and to the south is a sloping hill.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a human leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
A raven is here flying around.
A watchful Dha'vol trolloc has arrived from the south.
* HP:Beaten MV:Haggard > The Decaying Forest
A never-ending forest stretches out to the east and the sense of evil is
strong. Even though it is dead, it makes lots of noises. Far away to the
southeast one can hear screams from humans, screams of death. All forests
have their secrets and so does this one. There is nothing but endless rows
of trees to the east. South and west the trees continue to look dead.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A snake is crawling through the water here.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A watchful Dha'vol trolloc has arrived from the south.
* HP:Beaten MV:Haggard > w
w
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > The Blighted Woods
Among the other trees an enourmous one stretches up towards the sky. Its
stout roots seem to push all the other trees away from it so that they
alone can deplete the ground of what little nourishment is left. Arm-like
branches reach out over the other trees. Some of the lower ones have
corpses hanging in them. Exits are east, north and south into the forest.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
A snake is crawling through the water here.
A brazen young hare thumps his powerful hind legs nearby.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A watchful Dha'vol trolloc has arrived from the east.
Trill narrates 'ron 2'
open door west
* HP:Beaten MV:Haggard > w
Ok.
The deadroots closes quietly.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > kill light
They aren't here.
* HP:Beaten MV:Haggard > open door west
w
open door west
w
Ok.
The deadroots closes quietly.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > open door west
w
Ok.
* HP:Beaten MV:Haggard > open door west
w
Under the Big Tree
The earth is hollowed under the big tree, making it possible to stand here.
It has no walls, like in a room, but is shaped more like a den of some
sort. The floor is covered with dead grass and there are some very small
tunnels running off in various directions. The only exit is east, out into
the forest.
[ obvious exits: E ]
The corpse of Rakkard is lying here.
*Twixt* is here, fighting Trill.
Trill the Great Havoc is here, fighting Twixt.
*Jayd* is standing here.
A brazen young hare thumps his powerful hind legs nearby.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > open door west
w
Trill pierces *Twixt*'s body.
I see no door there.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > I see no door there.
g
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > I see no door there.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
Trill closes the deadroots.
waer all
* HP:Beaten MV:Haggard > Trill pierces *Twixt*'s right leg hard.
[get all corpse]
You get a pair of thick metal boots from the corpse of Rakkard.
You get a pair of steel-plated greaves from the corpse of Rakkard.
You get a long, heavy knife from the corpse of Rakkard.
You get a bronze belt of odd design from the corpse of Rakkard.
You get Malfeasor, the twin bladed scythe of blood ebony from the corpse of Rakkard.
You get a sungwood bracelet from the corpse of Rakkard.
You get a sungwood bracelet from the corpse of Rakkard.
You get a pair of heavy metal gauntlets from the corpse of Rakkard.
You get a pair of steel-plated vambraces from the corpse of Rakkard.
You get a backpack from the corpse of Rakkard.
You get a cloak of shifting colors from the corpse of Rakkard.
an engraved steel breastplate: You can't take that!
You get a torc of gleaming steel from the corpse of Rakkard.
You get a torc of gleaming steel from the corpse of Rakkard.
You get a polished, slitted great helm from the corpse of Rakkard.
You get a jade signet ring from the corpse of Rakkard.
You get a jade signet ring from the corpse of Rakkard.
You get a horned skull badge from the corpse of Rakkard.
* HP:Beaten MV:Haggard > Arglebargle, glop-glyf!?!
* HP:Beaten MV:Haggard > p rescue trill
[o dha]
A watchful Dha'vol trolloc gallantly rescues Trill!
Ok.
* HP:Beaten MV:Haggard > wear all
Trill avoids being bashed by *Twixt* who loses his balance and falls!
* HP:Beaten MV:Haggard > A watchful Dha'vol trolloc slashes Twixt's left arm.
You slide a jade signet ring on to your right ring finger.
You slide a jade signet ring on to your left ring finger.
You wear a polished, slitted great helm on your head.
You wear a torc of gleaming steel around your neck.
You wear a torc of gleaming steel around your neck.
You wear a cloak of shifting colors around your body.
You wear a backpack on your back.
You wear a pair of steel-plated vambraces on your arms.
You put a pair of heavy metal gauntlets on your hands.
You put a sungwood bracelet on around your right wrist.
You put a sungwood bracelet on around your left wrist.
You wield Malfeasor, the twin bladed scythe of blood ebony with both hands.
You wear a bronze belt of odd design around your waist.
You put a long, heavy knife on your belt.
You put a pair of steel-plated greaves on your legs.
You wear a pair of thick metal boots on your feet.
* HP:Beaten MV:Haggard > p rescue trill
close door east
[o dha]
Ok.
* HP:Beaten MV:Haggard > change mood berserk
It's already closed!
* HP:Beaten MV:Haggard > Mood changed to: Berserk
* HP:Beaten MV:Haggard > nar fol me
A watchful Dha'vol trolloc barely tickles Twixt's right leg with his slash.
* HP:Beaten MV:Haggard > You narrate 'fol me'
* HP:Beaten MV:Haggard > k jayd
You try to scythe *Jayd*, but she deflects the blow.
b
[bash ] d - Jayd: Critical >
Trill assumes a defensive striking posture.
+
Trill assumes an offensive striking posture.
*
*Jayd* pierces your body extremely hard.
You wish that your wounds would stop BLEEDING so much!
Trill pierces *Twixt*'s right hand.
*Twixt* crushes a watchful Dha'vol trolloc's right arm very hard.
*Twixt* tries to crush Trill, but he deflects the blow.
A watchful Dha'vol trolloc slashes Twixt's body.
*Jayd* pierces your body very hard.
You wish that your wounds would stop BLEEDING so much!
Trill pierces *Twixt*'s right foot.
*Twixt* sends a watchful Dha'vol trolloc sprawling with a powerful bash!
*
Trill starts following you.
=
Your bash at *Jayd* sends her sprawling!
*Jayd* panics, and attempts to flee!
* HP:Critical MV:Haggard - Jayd: Critical > gro all
Trill is now a member of your group.
A watchful Dha'vol trolloc is now a member of your group.
* HP:Critical MV:Haggard - Jayd: Critical > close door east
You scythe *Jayd*'s body into bloody fragments!
*Jayd* panics, and attempts to flee!
Trill pierces *Twixt*'s left foot.
*Twixt* crushes a watchful Dha'vol trolloc's right leg hard.
Trill swiftly dodges *Twixt*'s attempt to crush him.
* HP:Critical MV:Haggard - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > Trill pierces *Twixt*'s right arm hard.
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
close door east
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
You scythe *Jayd*'s body into bloody fragments!
*Jayd* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Jayd*'s death cry.
Trill barely pierces *Twixt*'s right arm.
*Twixt* crushes a watchful Dha'vol trolloc's head hard.
*Twixt* tries to crush Trill, but he parries successfully.
A watchful Dha'vol trolloc barely slashes Twixt's body.
It's already closed!
* HP:Critical MV:Haggard > kill light
bash
Trill pierces *Twixt*'s left hand.
You scythe *Twixt*'s body hard.
* ard - a watchful Dha'vol trolloc: Hurt - Twixt: Beaten >
Trill pierces *Twixt*'s left foot.
A watchful Dha'vol trolloc slashes Twixt's right leg.
+
*Twixt* sends Trill sprawling with a powerful bash!
=
Your bash at *Twixt* sends him sprawling!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > TICK IN 5 SECONDS.
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You scythe *Twixt*'s head hard.
*Twixt* panics, and attempts to flee!
A watchful Dha'vol trolloc barely tickles Twixt's right foot with his slash.
*Twixt* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
close door east
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You scythe *Twixt*'s body hard.
*Twixt* panics, and attempts to flee!
A watchful Dha'vol trolloc tickles Twixt's body with his slash.
*Twixt* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
change mood brave
change mood brave
change mood brave
change mood brave
It's already closed!
Trill gets ten copper pennys from the corpse of Jayd.
Trill gets a brass storm lantern from the corpse of Jayd.
Trill gets a large number of gold crowns from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a black pair of silver-tooled boots from the corpse of Jayd.
Trill gets a pair of earthen colored breeches from the corpse of Jayd.
Trill gets a belt with a buckle of cuendillar from the corpse of Jayd.
Trill gets a silver-winged basilard from the corpse of Jayd.
Trill gets a silver etched shield from the corpse of Jayd.
Trill gets a jeweled wristcuff from the corpse of Jayd.
Trill gets a silver Kandori wristcuff from the corpse of Jayd.
Trill gets a pair of dark gloves from the corpse of Jayd.
Trill gets a set of cloth sleeves from the corpse of Jayd.
Trill gets a half-cape of silk-lined leather from the corpse of Jayd.
Trill gets a bearskin tunic from the corpse of Jayd.
Trill gets a shimmering pendant of obsidian from the corpse of Jayd.
Trill gets a shimmering pendant of obsidian from the corpse of Jayd.
Trill gets a camouflaged hood from the corpse of Jayd.
Trill gets a gold ring from the corpse of Jayd.
Trill gets a gold ring from the corpse of Jayd.
Trill gets a lantern from the corpse of Jayd.
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > change mood brave
*Twixt* rolls his eyes...sheesh!..
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > change mood brave
You scythe *Twixt*'s body.
*Twixt* panics, and attempts to flee!
Trill pierces *Twixt*'s right foot.
*Twixt* panics, and attempts to flee!
*Twixt* crushes a watchful Dha'vol trolloc's right leg.
*Twixt* crushes your right leg.
You wish that your wounds would stop BLEEDING so much!
*Twixt* tries to crush Trill, but he parries successfully.
A watchful Dha'vol trolloc tickles Twixt's body with his slash.
*Twixt* panics, and attempts to flee!
change mood brave
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > smi
You scythe *Twixt*'s right arm hard.
*Twixt* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Twixt*'s death cry.
You smile happily.
o HP:Critical MV:Haggard > close door east
It's already closed!
o HP:Critical MV:Haggard > g
scal
scal 2.corpse
[get all corpse]
You get a plain old key from the corpse of Twixt.
You get a plain old key from the corpse of Twixt.
You get a plain black key from the corpse of Twixt.
You get a hunk of beef from the corpse of Twixt.
You get the massive blade, da'es Ashan from the corpse of Twixt.
You get a pair of thick metal boots from the corpse of Twixt.
You get a pair of steel-plated greaves from the corpse of Twixt.
You get a belt hook from the corpse of Twixt.
You get a stiletto from the corpse of Twixt.
You get a silver-worked weapons belt from the corpse of Twixt.
You get a two-handed binnol from the corpse of Twixt.
You get a gator skin bracer from the corpse of Twixt.
You get an ivy bracelet from the corpse of Twixt.
You get a pair of heavy metal gauntlets from the corpse of Twixt.
You get a pair of steel-plated vambraces from the corpse of Twixt.
a backpack: You can't carry that much weight.
You get an earthen brown mantle from the corpse of Twixt.
a shining steel breastplate: You can't carry that much weight.
You get an opal choker of fiery blue and pink beauty from the corpse of Twixt.
You get an opal choker of fiery blue and pink beauty from the corpse of Twixt.
You get a full metal helmet and visor from the corpse of Twixt.
You get a ring of silver from the corpse of Twixt.
You get a gold ring delicately carved with ivy from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
o HP:Critical MV:Haggard > You lean over and sever the bloody head from the corpse of Twixt.
o HP:Critical MV:Haggard > You lean over and sever the bloody head from the corpse of Jayd.
o HP:Critical MV:Haggard > nar great success
i
You narrate 'great success'
scan e
Trill narrates 'ron'
o HP:Critical MV:Strong > [diag h.light]
No-one by that name here.
o HP:Critical MV:Strong > st
*Jayd* is here, fighting Trill.
Trill the Great Havoc is here, fighting Jayd.
A Dha'vol trolloc is here, fighting Jayd.
A ramshorned trolloc is here, fighting Jayd.
A hooded myrddraal is here, fighting Jayd.
o HP:Critical MV:Strong > You stop resting, and stand up.
*Jayd* has arrived from the east.
1
* HP:Critical MV:Strong > [k light]
You try to scythe *Jayd*, but she deflects the blow.
* HP:Critical MV:Strong - Jayd: Battered >
*Jayd* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Strong - Jayd: Battered > close door east
*Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she parries successfully.
* HP:Critical MV:Strong - Jayd: Battered > Ok.
* HP:Critical MV:Strong - Jayd: Battered > nar 1w
You narrate '1w'
* HP:Critical MV:Strong - Jayd: Battered > open door east
change mood wimpy
Ok.
*Jayd* closes the deadroots.
f
* HP:Critical MV:Strong - Jayd: Battered > *Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
Mood changed to: Wimpy
* HP:Critical MV:Strong - Jayd: Battered > PANIC! You couldn't escape!
* HP:Critical MV:Strong - Jayd: Battered >
*Jayd* tickles your head with her pierce.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she parries successfully.
* HP:Critical MV:Strong - Jayd: Battered > change mood berserk
b
Mood changed to: Berserk
[bash ] ng - Jayd: Battered >
*
The deadroots is opened from the other side.
*Jayd* closes the deadroots.
*Jayd* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
*Jayd* tickles your body with her pierce.
You wish that your wounds would stop BLEEDING so much!
=
Your bash at *Jayd* sends her sprawling!
The deadroots is opened from the other side.
* HP:Critical MV:Strong - Jayd: Battered >
A young, agile hare leaves east.
* HP:Critical MV:Strong - Jayd: Battered > open door east
open door east
You scythe *Jayd*'s left arm into bloody fragments!
It's already open!
* HP:Critical MV:Strong - Jayd: Battered > It's already open!
* HP:Critical MV:Strong - Jayd: Battered >
Trill pierces *Jayd*'s body into bloody fragments!
* HP:Critical MV:Strong - Jayd: Beaten > close door east
TICK IN 5 SECONDS.
Ok.
* HP:Critical MV:Strong - Jayd: Beaten > close door east
close door east
Trill pierces *Jayd*'s head into bloody fragments!
*Jayd* panics, and attempts to flee!
You scythe *Jayd*'s body into bloody fragments!
*Jayd* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
close door east
close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
close door east
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > close door east
close door east
Trill tries to pierce *Jayd*, but she parries successfully.
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You try to scythe *Jayd*, but she deflects the blow.
It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > It's already closed!
* HP:Critical MV:Strong - Jayd: Critical > b
[bash ]
*Jayd* sighs loudly.
Trill tries to pierce *Jayd*, but she deflects the blow.
*someone* pierces your body.
You are incapacitated and will slowly die, if not aided.
*
You are dead! Sorry...
Three times is the charm!
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
Newcomers to this mud should LOOK NOTICE.
Exits to this room are posted on LOOK SIGN.
[ obvious exits: N E S W U D ]
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.
o HP:Critical MV:Haggard > t trill ffs
st
You tell Trill 'ffs'
o HP:Critical MV:Haggard > d
You stop resting, and stand up.
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard >
If you'd like some equipment to help you get back into the fight then say rekit.
o HP:Critical MV:Haggard > nar incap rip
sc
You narrate 'incap rip'
o HP:Critical MV:Haggard > stat
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 80, Dodging bonus: 20, Parrying bonus: 28
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
o HP:Critical MV:Haggard >
You can type 'warrior/hunter/rogue practice' in this room to summon trainers. Dismiss trainer once you are finished.
o HP:Critical MV:Haggard > r
wh
You sit down and rest your tired bones.
o HP:Critical MV:Haggard > Players
-------
Rakkard the Dha'vol Butcher [Dha'vol Master]
5 Trill the Great Havoc [Ko'bal Master]
2 players displayed.
o HP:Critical MV:Haggard > nar you get him?
sc
You narrate 'you get him?'
o HP:Critical MV:Haggard > stat
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 80, Dodging bonus: 5, Parrying bonus: 21
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard > l
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > nar ill quaff and come
l
You narrate 'ill quaff and come'
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
Trill narrates 'on'
o HP:Critical MV:Haggard > sc
You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar on tic
You narrate 'on tic'
sc
o HP:Critical MV:Haggard > You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > where
Players in your Zone
--------------------
Rakkard - In the Grand Hall
o HP:Critical MV:Haggard > nar he got out?
sc
You narrate 'he got out?'
o HP:Critical MV:Haggard > You have 1(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar need tic for mvs
l
You narrate 'need tic for mvs'
o HP:Critical MV:Haggard > In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard >
Trill narrates 'on inisde'
o HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > nar nod
You narrate 'nod'
o HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Haggard > l
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Haggard > nar sleeping for half tic
You narrate 'sleeping for half tic'
o HP:Critical MV:Haggard > nar dont let him out snicker
wh
You narrate 'dont let him out snicker'
o HP:Critical MV:Haggard > Players
-------
Rakkard the Dha'vol Butcher [Dha'vol Master]
5 Trill the Great Havoc [Ko'bal Master]
2 players displayed.
o HP:Critical MV:Haggard > sl
You go to sleep.
sc
HP:Critical MV:Haggard > You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
stat
HP:Critical MV:Haggard > You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > stat
You are a 544 year old male trolloc hunter.
Your height is 6 feet, 6 inches, and you weigh 229.0 lbs.
You are carrying 6.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:19 Int:8 Wil:12 Dex:19 Con:19.
Offensive bonus: 6, Dodging bonus: 1, Parrying bonus: 14
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.
You are subjected to the following effects:
HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Haggard > sav
Saving Rakkard.
HP:Critical MV:Haggard > TICK IN 5 SECONDS.
sav
You have already saved during this tic.
HP:Critical MV:Haggard > sc
You have 16(405) hit and 0(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
You have already saved during this tic.
HP:Critical MV:Haggard > sav
Saving Rakkard.
HP:Critical MV:Weary > wake
stand
You wake, and sit up.
Trill narrates 'need u tho'
o HP:Critical MV:Weary > You stand up.
o HP:Critical MV:Weary > nar otw
You narrate 'otw'
o HP:Critical MV:Weary > nar fast as i can
You narrate 'fast as i can'
o HP:Critical MV:Weary > w
w
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
o HP:Critical MV:Weary > The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
A bearish trolloc towers here, its snout drawn into a snarl.
s
* HP:Critical MV:Weary > s
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
* HP:Critical MV:Weary > s
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
s
* HP:Critical MV:Weary > The Courtyard
Amongst the rocks and splintered wood that covers the floor is a lance with a
tattered flag attatched to it. The holder is now a skeleton, his own clothes
nothing but rags, with an insignia of the Golden Eagle emblazoned on the front.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
w
* HP:Critical MV:Weary > The Courtyard
One of the few parts of the courtyard not cluttered, the cobblestone can
actually be seen. A well lies to the west set in large granite stones. The twin
keeps that once stood menacingly to the east are now crumbling and falling
apart.
[ obvious exits: N E W ]
A huge darkhound is here, drooling and snarling.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > Alas, you cannot go that way...
* HP:Critical MV:Weary > The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > grov fade
You grovel before him.
o HP:Critical MV:Weary >
A hooded myrddraal hisses 'You wouldn't survive the Great Lord's touch, worm.'
A hooded myrddraal laughs coldly.
o HP:Critical MV:Weary > sc
r
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o HP:Critical MV:Weary > You sit down and rest your tired bones.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > sc
You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary >
A huge darkhound has arrived from the east.
A Dha'vol trolloc leaves south.
o HP:Critical MV:Weary > sl
You go to sleep.
sc
HP:Critical MV:Weary > You have 34(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Weary > wake
stand
You wake, and sit up.
o HP:Critical MV:Weary > You stand up.
o HP:Critical MV:Weary > grov fade
You grovel before him.
o HP:Critical MV:Weary >
A hooded myrddraal hisses 'You wouldn't survive the Great Lord's touch, worm.'
A hooded myrddraal laughs coldly.
o HP:Critical MV:Weary >
Trill narrates 'hit him'
o HP:Critical MV:Weary > nar ugh no vial in rk rent, need 1 more tic
r
You narrate 'ugh no vial in rk rent, need 1 more tic'
o HP:Critical MV:Weary > You sit down and rest your tired bones.
o HP:Critical MV:Weary > sc
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary > l
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > where
Players in your Zone
--------------------
Rakkard - The Well
o HP:Critical MV:Weary > eq
You are using:
Nothing.
o HP:Critical MV:Weary >
A red-eyed raven caws 'Twixt is at The Twist in the Dark Road'
o HP:Critical MV:Weary > sc
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are resting.
o HP:Critical MV:Weary >
A red-eyed raven caws 'Twixt is at The Twist in the Dark Road'
o HP:Critical MV:Weary > l
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket
dangles from a frayed and well used rope. The large granite stones that
make up the sides of the well have become brittle with age and are falling
apart. The ground around the well is crimson-tinged, stained by the
blood-filled depths below. The courtyard continues in all directions, and
the entrance to the southern keep lies to the east.
[ obvious exits: N E S W ]
A revolting well bubbles with the blood of the sacrificed.
A large slab of meat has been placed here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A mighty Ahf'frait trolloc serves the Chosen here.
A gray haired weaponsmaster stands nearby.
o HP:Critical MV:Weary > where
Players in your Zone
--------------------
Rakkard - The Well
o HP:Critical MV:Weary > sl
You go to sleep.
HP:Critical MV:Weary > sc
sav
You have 49(405) hit and 37(242) movement points.
You have scored 110710999 experience points and 3042 quest points.
You need 7789001 exp to level and 6958 qp to rank.
You have acquired 69 alt qps to date.
You have amassed 266 Turn points to date.
You have played 28 days and 9 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are sleeping.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > You have already saved during this tic.
sav
HP:Critical MV:Weary > You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
TICK IN 5 SECONDS.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
You have already saved during this tic.
HP:Critical MV:Weary > sav
Saving Rakkard.
HP:Beaten MV:Winded > wake
stand
s
You wake, and sit up.
w
o HP:Beaten MV:Winded > You stand up.
w
o HP:Beaten MV:Winded > w
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.
A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
* HP:Beaten MV:Winded > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A slinking Ko'bal trolloc is resting here.
* HP:Beaten MV:Winded > nar otw
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Beaten MV:Winded > The stonegate seems to be closed.
doorName is now set as: stonegate
* HP:Beaten MV:Winded > call
w
w
w
w
w
w
You narrate 'otw'
* HP:Beaten MV:Winded > You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
* HP:Beaten MV:Winded > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
An iron lantern hangs from the wall above the gate.
* HP:Beaten MV:Winded > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
o HP:Beaten MV:Winded > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
o HP:Beaten MV:Winded > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Winded > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
w
* HP:Beaten MV:Winded > s
s
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Winded > s
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Winded > s
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
s
* HP:Beaten MV:Winded > s
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
A huge darkhound is here, drooling and snarling.
A small stick is lying on the ground here.
* HP:Beaten MV:Winded > s
The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
A huge trolloc marked with a whirlwind snorts here.
A huge trolloc marked with a whirlwind snorts here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > w
The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving north.
A black tree with bloated leaves sprouts from the ground, branches quivering.
w
* HP:Beaten MV:Weary > The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving east.
w
* HP:Beaten MV:Weary > w
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
* HP:Beaten MV:Weary > w
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving east.
There are some tracks of a trolloc leaving west.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Weary > s
e
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
* HP:Beaten MV:Weary > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
* HP:Beaten MV:Weary > s
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
A trolloc is here ruling a group of trollocs.
s
* HP:Beaten MV:Weary > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
A trolloc is here, exhorting a group of trolloc raiders.
* HP:Beaten MV:Weary > The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving south.
* HP:Beaten MV:Weary > The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving north.
* HP:Beaten MV:Weary > s
The Blight
The Blight winds about you in a horrid display of vivid color. Foul blacks and
reds stain leaves which were never meant to display such shades. Every plant
and creeper seems bloated and ready to burst apart. Broken trees leak a thick
black sap, which you wisely avoid touching.
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
* HP:Beaten MV:Weary > e
s
s
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
There are some tracks of a trolloc leaving north.
The blight bear stands on its haunches, roaring madly.
* HP:Beaten MV:Weary > The Blight
The Blight stretches on about you. Far off to the north you can see the peaks
of the Mountains of Dhoom. The stunted growth continues about you, and you
grow weary of this seemingly endless wasted land.
[ obvious exits: N S ]
* HP:Beaten MV:Weary > The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a myrddraal leaving west.
A thick, leather backpack lies abandoned here.
* HP:Beaten MV:Weary > w
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a myrddraal leaving south.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Weary > s
n
p fol rakkard
The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
A watchful Dha'vol trolloc scouts his surroundings here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
* HP:Beaten MV:Weary > The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Beaten MV:Haggard > s
[o dha]
A Dha'vol trolloc starts following you.
Ok.
* HP:Beaten MV:Haggard > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
A watchful Dha'vol trolloc scouts his surroundings here.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > ungro dha
A Dha'vol trolloc is no longer a member of your group.
A Dha'vol trolloc stops following you.
* HP:Beaten MV:Haggard > o watchful fol rakkard
w
s
A watchful Dha'vol trolloc starts following you.
Ok.
* HP:Beaten MV:Haggard > s
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
The blight bear stands on its haunches, roaring madly.
A watchful Dha'vol trolloc has arrived from the east.
s
* HP:Beaten MV:Haggard > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A trolloc is here commanding a fist of troops.
A watchful Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > w
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A watchful Dha'vol trolloc has arrived from the north.
* HP:Beaten MV:Haggard > w
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
A watchful Dha'vol trolloc has arrived from the north.
w
* HP:Beaten MV:Haggard > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving west.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of an animal leaving south.
A juicy looking apple has fallen to the ground. [5]
A snake is crawling through the water here.
A watchful Dha'vol trolloc has arrived from the east.
w
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of an animal leaving west.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A watchful Dha'vol trolloc has arrived from the east.
w
* HP:Beaten MV:Haggard > w
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 ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving west.
A sickly, skinny deer stands here in a daze.
A squirrel is here, chittering.
A sickly, skinny deer stands here in a daze.
A falcon with long, brown feathers circles in a slow hunting pattern.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > 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 ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > On the Hillside
This side of the hill sticks out from the other sides in one important way.
Here, in the soil of the slope, grows some blue flowers! Everything in the
area around the hill looks quite dead with this brilliant exception. The
strong flowers struggle to survive the evil of the blighted forest. To the
west is the top of the hill, east one can see some dead trees, and south is
the forest.
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of an animal leaving east.
A green woodpecker is visible flying high in the sky.
A raven is visible flying high in the sky.
A mole is here, looking sickly.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > n
n
The Decaying Forest
A small heap of stones is scattered around the dead trees. The branches of
these trees grow really close to the ground. Together with branches from
other trees, they form giant wood gates reinforced with stone at the foot.
Passing these giant gates to the west might prove a little too hard. To the
north and east the forest goes on, and to the south is a sloping hill.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a human leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving east.
A raven is here flying around.
A watchful Dha'vol trolloc has arrived from the south.
* HP:Beaten MV:Haggard > The Decaying Forest
A never-ending forest stretches out to the east and the sense of evil is
strong. Even though it is dead, it makes lots of noises. Far away to the
southeast one can hear screams from humans, screams of death. All forests
have their secrets and so does this one. There is nothing but endless rows
of trees to the east. South and west the trees continue to look dead.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
A snake is crawling through the water here.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A watchful Dha'vol trolloc has arrived from the south.
* HP:Beaten MV:Haggard > w
w
The Blighted Forest
The ground looks very dry and the little growth that remains looks like
it's about to die. The stench from the decaying leaves and wood is
unbearable for long periods of time. But, after having walked these lands
for some time one gets used to it and hardly notices it anymore. To the
west an even stronger smell of death originates and the decaying forest
continues to the east.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a trolloc leaving west.
There are some tracks of a human leaving west.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > The Blighted Woods
Among the other trees an enourmous one stretches up towards the sky. Its
stout roots seem to push all the other trees away from it so that they
alone can deplete the ground of what little nourishment is left. Arm-like
branches reach out over the other trees. Some of the lower ones have
corpses hanging in them. Exits are east, north and south into the forest.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a human leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving west.
A snake is crawling through the water here.
A brazen young hare thumps his powerful hind legs nearby.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A watchful Dha'vol trolloc has arrived from the east.
Trill narrates 'ron 2'
open door west
* HP:Beaten MV:Haggard > w
Ok.
The deadroots closes quietly.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > kill light
They aren't here.
* HP:Beaten MV:Haggard > open door west
w
open door west
w
Ok.
The deadroots closes quietly.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > open door west
w
Ok.
* HP:Beaten MV:Haggard > open door west
w
Under the Big Tree
The earth is hollowed under the big tree, making it possible to stand here.
It has no walls, like in a room, but is shaped more like a den of some
sort. The floor is covered with dead grass and there are some very small
tunnels running off in various directions. The only exit is east, out into
the forest.
[ obvious exits: E ]
The corpse of Rakkard is lying here.
*Twixt* is here, fighting Trill.
Trill the Great Havoc is here, fighting Twixt.
*Jayd* is standing here.
A brazen young hare thumps his powerful hind legs nearby.
A watchful Dha'vol trolloc has arrived from the east.
* HP:Beaten MV:Haggard > open door west
w
Trill pierces *Twixt*'s body.
I see no door there.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > I see no door there.
g
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
* HP:Beaten MV:Haggard > I see no door there.
* HP:Beaten MV:Haggard > Alas, you cannot go that way...
Trill closes the deadroots.
waer all
* HP:Beaten MV:Haggard > Trill pierces *Twixt*'s right leg hard.
[get all corpse]
You get a pair of thick metal boots from the corpse of Rakkard.
You get a pair of steel-plated greaves from the corpse of Rakkard.
You get a long, heavy knife from the corpse of Rakkard.
You get a bronze belt of odd design from the corpse of Rakkard.
You get Malfeasor, the twin bladed scythe of blood ebony from the corpse of Rakkard.
You get a sungwood bracelet from the corpse of Rakkard.
You get a sungwood bracelet from the corpse of Rakkard.
You get a pair of heavy metal gauntlets from the corpse of Rakkard.
You get a pair of steel-plated vambraces from the corpse of Rakkard.
You get a backpack from the corpse of Rakkard.
You get a cloak of shifting colors from the corpse of Rakkard.
an engraved steel breastplate: You can't take that!
You get a torc of gleaming steel from the corpse of Rakkard.
You get a torc of gleaming steel from the corpse of Rakkard.
You get a polished, slitted great helm from the corpse of Rakkard.
You get a jade signet ring from the corpse of Rakkard.
You get a jade signet ring from the corpse of Rakkard.
You get a horned skull badge from the corpse of Rakkard.
* HP:Beaten MV:Haggard > Arglebargle, glop-glyf!?!
* HP:Beaten MV:Haggard > p rescue trill
[o dha]
A watchful Dha'vol trolloc gallantly rescues Trill!
Ok.
* HP:Beaten MV:Haggard > wear all
Trill avoids being bashed by *Twixt* who loses his balance and falls!
* HP:Beaten MV:Haggard > A watchful Dha'vol trolloc slashes Twixt's left arm.
You slide a jade signet ring on to your right ring finger.
You slide a jade signet ring on to your left ring finger.
You wear a polished, slitted great helm on your head.
You wear a torc of gleaming steel around your neck.
You wear a torc of gleaming steel around your neck.
You wear a cloak of shifting colors around your body.
You wear a backpack on your back.
You wear a pair of steel-plated vambraces on your arms.
You put a pair of heavy metal gauntlets on your hands.
You put a sungwood bracelet on around your right wrist.
You put a sungwood bracelet on around your left wrist.
You wield Malfeasor, the twin bladed scythe of blood ebony with both hands.
You wear a bronze belt of odd design around your waist.
You put a long, heavy knife on your belt.
You put a pair of steel-plated greaves on your legs.
You wear a pair of thick metal boots on your feet.
* HP:Beaten MV:Haggard > p rescue trill
close door east
[o dha]
Ok.
* HP:Beaten MV:Haggard > change mood berserk
It's already closed!
* HP:Beaten MV:Haggard > Mood changed to: Berserk
* HP:Beaten MV:Haggard > nar fol me
A watchful Dha'vol trolloc barely tickles Twixt's right leg with his slash.
* HP:Beaten MV:Haggard > You narrate 'fol me'
* HP:Beaten MV:Haggard > k jayd
You try to scythe *Jayd*, but she deflects the blow.
b
[bash ] d - Jayd: Critical >
Trill assumes a defensive striking posture.
+
Trill assumes an offensive striking posture.
*
*Jayd* pierces your body extremely hard.
You wish that your wounds would stop BLEEDING so much!
Trill pierces *Twixt*'s right hand.
*Twixt* crushes a watchful Dha'vol trolloc's right arm very hard.
*Twixt* tries to crush Trill, but he deflects the blow.
A watchful Dha'vol trolloc slashes Twixt's body.
*Jayd* pierces your body very hard.
You wish that your wounds would stop BLEEDING so much!
Trill pierces *Twixt*'s right foot.
*Twixt* sends a watchful Dha'vol trolloc sprawling with a powerful bash!
*
Trill starts following you.
=
Your bash at *Jayd* sends her sprawling!
*Jayd* panics, and attempts to flee!
* HP:Critical MV:Haggard - Jayd: Critical > gro all
Trill is now a member of your group.
A watchful Dha'vol trolloc is now a member of your group.
* HP:Critical MV:Haggard - Jayd: Critical > close door east
You scythe *Jayd*'s body into bloody fragments!
*Jayd* panics, and attempts to flee!
Trill pierces *Twixt*'s left foot.
*Twixt* crushes a watchful Dha'vol trolloc's right leg hard.
Trill swiftly dodges *Twixt*'s attempt to crush him.
* HP:Critical MV:Haggard - Jayd: Critical > close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > Trill pierces *Twixt*'s right arm hard.
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
close door east
* HP:Critical MV:Haggard - Jayd: Critical > It's already closed!
* HP:Critical MV:Haggard - Jayd: Critical > close door east
You scythe *Jayd*'s body into bloody fragments!
*Jayd* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Jayd*'s death cry.
Trill barely pierces *Twixt*'s right arm.
*Twixt* crushes a watchful Dha'vol trolloc's head hard.
*Twixt* tries to crush Trill, but he parries successfully.
A watchful Dha'vol trolloc barely slashes Twixt's body.
It's already closed!
* HP:Critical MV:Haggard > kill light
bash
Trill pierces *Twixt*'s left hand.
You scythe *Twixt*'s body hard.
* ard - a watchful Dha'vol trolloc: Hurt - Twixt: Beaten >
Trill pierces *Twixt*'s left foot.
A watchful Dha'vol trolloc slashes Twixt's right leg.
+
*Twixt* sends Trill sprawling with a powerful bash!
=
Your bash at *Twixt* sends him sprawling!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > TICK IN 5 SECONDS.
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You scythe *Twixt*'s head hard.
*Twixt* panics, and attempts to flee!
A watchful Dha'vol trolloc barely tickles Twixt's right foot with his slash.
*Twixt* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
close door east
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You scythe *Twixt*'s body hard.
*Twixt* panics, and attempts to flee!
A watchful Dha'vol trolloc tickles Twixt's body with his slash.
*Twixt* panics, and attempts to flee!
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > close door east
close door east
change mood brave
change mood brave
change mood brave
change mood brave
It's already closed!
Trill gets ten copper pennys from the corpse of Jayd.
Trill gets a brass storm lantern from the corpse of Jayd.
Trill gets a large number of gold crowns from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a thin vial of yellow fluid from the corpse of Jayd.
Trill gets a black pair of silver-tooled boots from the corpse of Jayd.
Trill gets a pair of earthen colored breeches from the corpse of Jayd.
Trill gets a belt with a buckle of cuendillar from the corpse of Jayd.
Trill gets a silver-winged basilard from the corpse of Jayd.
Trill gets a silver etched shield from the corpse of Jayd.
Trill gets a jeweled wristcuff from the corpse of Jayd.
Trill gets a silver Kandori wristcuff from the corpse of Jayd.
Trill gets a pair of dark gloves from the corpse of Jayd.
Trill gets a set of cloth sleeves from the corpse of Jayd.
Trill gets a half-cape of silk-lined leather from the corpse of Jayd.
Trill gets a bearskin tunic from the corpse of Jayd.
Trill gets a shimmering pendant of obsidian from the corpse of Jayd.
Trill gets a shimmering pendant of obsidian from the corpse of Jayd.
Trill gets a camouflaged hood from the corpse of Jayd.
Trill gets a gold ring from the corpse of Jayd.
Trill gets a gold ring from the corpse of Jayd.
Trill gets a lantern from the corpse of Jayd.
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > change mood brave
*Twixt* rolls his eyes...sheesh!..
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Hurt - Twixt: Critical > change mood brave
You scythe *Twixt*'s body.
*Twixt* panics, and attempts to flee!
Trill pierces *Twixt*'s right foot.
*Twixt* panics, and attempts to flee!
*Twixt* crushes a watchful Dha'vol trolloc's right leg.
*Twixt* crushes your right leg.
You wish that your wounds would stop BLEEDING so much!
*Twixt* tries to crush Trill, but he parries successfully.
A watchful Dha'vol trolloc tickles Twixt's body with his slash.
*Twixt* panics, and attempts to flee!
change mood brave
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > You chose to go berserk, now live or die with it!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > close door east
close door east
It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > It's already closed!
* HP:Critical MV:Haggard - a watchful Dha'vol trolloc: Wounded - Twixt: Critical > smi
You scythe *Twixt*'s right arm hard.
*Twixt* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Twixt*'s death cry.
You smile happily.
o HP:Critical MV:Haggard > close door east
It's already closed!
o HP:Critical MV:Haggard > g
scal
scal 2.corpse
[get all corpse]
You get a plain old key from the corpse of Twixt.
You get a plain old key from the corpse of Twixt.
You get a plain black key from the corpse of Twixt.
You get a hunk of beef from the corpse of Twixt.
You get the massive blade, da'es Ashan from the corpse of Twixt.
You get a pair of thick metal boots from the corpse of Twixt.
You get a pair of steel-plated greaves from the corpse of Twixt.
You get a belt hook from the corpse of Twixt.
You get a stiletto from the corpse of Twixt.
You get a silver-worked weapons belt from the corpse of Twixt.
You get a two-handed binnol from the corpse of Twixt.
You get a gator skin bracer from the corpse of Twixt.
You get an ivy bracelet from the corpse of Twixt.
You get a pair of heavy metal gauntlets from the corpse of Twixt.
You get a pair of steel-plated vambraces from the corpse of Twixt.
a backpack: You can't carry that much weight.
You get an earthen brown mantle from the corpse of Twixt.
a shining steel breastplate: You can't carry that much weight.
You get an opal choker of fiery blue and pink beauty from the corpse of Twixt.
You get an opal choker of fiery blue and pink beauty from the corpse of Twixt.
You get a full metal helmet and visor from the corpse of Twixt.
You get a ring of silver from the corpse of Twixt.
You get a gold ring delicately carved with ivy from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
You get a mirrored lantern from the corpse of Twixt.
o HP:Critical MV:Haggard > You lean over and sever the bloody head from the corpse of Twixt.
o HP:Critical MV:Haggard > You lean over and sever the bloody head from the corpse of Jayd.
o HP:Critical MV:Haggard > nar great success
i
You narrate 'great success'
Re: Crit kills
* HP:Battered MV:Tiring - a sergeant: Scratched > flee
*Castien* panics, and attempts to flee!
Mood changed to: Wimpy
* HP:Battered MV:Tiring - a sergeant: Scratched > change mood brave
You panic and attempt to flee!
*Castien* leaves west.
You flee head over heels.
In a Dry Streambed
The streambed widens here, but still contains nothing but smooth round
kill light
Correcting map position after fleeing.
stones. To the east jagged white walls jut up from the crest of a hill like
broken bones. The streambed continues to the south though with little hope
for water.
[ obvious exits: N E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
A cute brown deer eyes you nervously.
Mood changed to: Brave
o HP:Battered MV:Tiring > kill light
kill light
They aren't here.
kill light
o HP:Battered MV:Tiring > They aren't here.
kill light
o HP:Battered MV:Tiring > kill light
They aren't here.
o HP:Battered MV:Tiring > A sergeant has arrived from the north.
A soldier has arrived from the north.
A soldier has arrived from the north.
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > The large wolf has arrived from the north.
You try to slash *Castien*, but he deflects the blow.
* HP:Battered MV:Tiring - Castien: Critical > n
kill h.light
No way! You're fighting for your life!
* HP:Battered MV:Tiring - Castien: Critical > You do the best you can!
bash
ng - Castien: Critical >
*Castien* pierces your body.
The large wolf joins Castien's fight!
A soldier joins Castien's fight!
A soldier joins a soldier's fight!
A sergeant barely pounds your head.
*Castien* panics, and attempts to flee!
*
*Castien* leaves north.
+change mood wimpy
flee
change mood brave
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!large wolf: Wounded >
*Castien* barely pierces your body.
kill light
*Castien* pierces your right hand.
A sergeant tickles your left leg with his pound.
A soldier barely scythes your body.
A soldier barely scythes your left arm.
The large wolf tickles your left leg with his hit.
You flee head over heels.
Stand of Trees
Hidden between a couple of high hills and along the path of a dry stream
Correcting map position after fleeing.
is a cluster of trees. Entering the ring, a circle of stones mark the spot
where a band of travellers camped for the night, perhaps not more than a
day or two ago.
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
A cute brown deer eyes you nervously.
Mood changed to: Brave
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > kill light
kill light
kill light
A brown deer leaves north.
They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > The large wolf has arrived from the east.
You try to slash *Castien*, but he parries successfully.
o HP:Beaten MV:Tiring - Castien: Critical > kill light
bash
*Castien* pierces your body.
You do the best you can!
- - Castien: Critical >
*Castien* pierces your left leg.
The large wolf joins Castien's fight!
*Castien* panics, and attempts to flee!
+
*Castien* leaves north.
=
They're not here anymore!
o HP:Beaten MV:Tiring - the large wolf: Wounded >
You slash the large wolf's body into bloody fragments!
The large wolf barely hits your left arm.
You wish that your wounds would stop BLEEDING so much!
A timber wolf has arrived from the east.
o HP:Beaten MV:Tiring - the large wolf: Battered > change mood wimpy
flee
*Castien* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
o HP:Beaten MV:Tiring - the large wolf: Battered > Mood changed to: Wimpy
change mood bravering - the large wolf: Battered >
You panic and attempt to flee!
kill h.light
You flee head over heels.
Across the Hills
The desolate hills spread out endlessly, with a winding ribbon of road
Correcting map position after fleeing.
breaking up the landscape to the west. Down the hill and to the east lies a
small stand of trees.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving south.
A tough Shienaran soldier waits here.
An antelope blends into the scenery.
Mood changed to: Brave
* HP:Beaten MV:Tiring > They aren't here.
* HP:Beaten MV:Tiring > kill h.light
A timber wolf has arrived from the east.
The large wolf has arrived from the east.
* HP:Beaten MV:Tiring >
*Castien* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
s
* HP:Beaten MV:Tiring - Castien: Critical > You do the best you can!
* HP:Beaten MV:Tiring - Castien: Critical > No way! You're fighting for your life!
* HP:Beaten MV:Tiring - Castien: Critical > change mood wimpy
flee
Mood changed to: Wimpy
You panic and attempt to flee!n: Critical >
A soldier joins Castien's fight!
The large wolf joins Castien's fight!
A timber wolf joins Castien's fight!
*Castien* panics, and attempts to flee!
You flee head over heels.
Bleak Hills
Many of the hills here in the Borderlands are crowned with thistly bushes
Correcting map position after fleeing.
and bent and twisted trees. This one is no exception. Short and wiry grass
covers the hills like stubble on a man's chin.
[ obvious exits: N W ]
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
A timber wolf is here, snarling hungrily.
o HP:Beaten MV:Tiring > s
w
s
Alas, you cannot go that way...
w
o HP:Beaten MV:Tiring > An Abandoned Wagon
A wagon sets here, tilted crazily on three wheels. The fourth has been
broken by the harsh stones and lies underneath the wagon. Tattered cloth
covers the framework of the wagon but huge rents allow a peek inside. As
the wind gusts at the top of the hill, stained and yellowed cloth flaps and
billows.
[ obvious exits: E S ]
There are some tracks of an animal leaving south.
There are some tracks of a human leaving south.
There are some tracks of a human leaving east.
o HP:Beaten MV:Tiring > Path off the Road
This path cuts between several large hills as it heads toward a looming
cliff in the east. A set of wagon tracks lead to the north where you can
see a wagon at the crest of the hill.
[ obvious exits: N E W ]
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
o HP:Beaten MV:Tiring > The Long Road
To the west and north the road makes its winding way through the hills of
Shienar. A break in the rocks and brush leads into the hills toward the
east. A jagged cliff rises above the surrounding hillside in that
direction.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a human leaving north.
There are some tracks of a human leaving east.
o HP:Beaten MV:Tiring > change mood brave
kill light
Mood changed to: Brave
kill light
o HP:Beaten MV:Tiring > kill light
They aren't here.
o HP:Beaten MV:Tiring > kill light
They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > kill light
kill light
They aren't here.
o HP:Beaten MV:Tiring > The large wolf has arrived from the east.
You try to slash *Castien*, but he deflects the blow.
o HP:Beaten MV:Tiring - Castien: Critical > kill light
bash
You do the best you can!
+ - Castien: Critical >
*Castien* panics, and attempts to flee!
-
*Castien* leaves east.
=
They're not here anymore!
o HP:Beaten MV:Tiring > e
kill light
Path off the Road
This path cuts between several large hills as it heads toward a looming
cliff in the east. A set of wagon tracks lead to the north where you can
see a wagon at the crest of the hill.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
*Castien* is standing here.
bash
o HP:Beaten MV:Tiring > You try to slash *Castien*, but he parries successfully.
= - Castien: Critical >
*Castien* panics, and attempts to flee!
-
*Castien* leaves west.
=
They're not here anymore!
o HP:Beaten MV:Tiring > w
kill light
bash
The Long Road
To the west and north the road makes its winding way through the hills of
Shienar. A break in the rocks and brush leads into the hills toward the
east. A jagged cliff rises above the surrounding hillside in that
direction.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving north.
*Castien* is standing here.
The large dark wolf slinks here, eyes filled with an animal cunning.
o HP:Beaten MV:Tiring > You try to slash *Castien*, but he deflects the blow.
= - Castien: Critical >
*Castien* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
*
*Castien* pierces your body.
You wish that your wounds would stop BLEEDING so much!
The large wolf joins Castien's fight!
=
Your bash at *Castien* sends him sprawling!
*Castien* panics, and attempts to flee!
o HP:Beaten MV:Tiring - Castien: Critical >
The large wolf barely hits your head.
You wish that your wounds would stop BLEEDING so much!
You slash *Castien*'s left leg into bloody fragments!
*Castien* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Castien*'s death cry.
o HP:Critical MV:Tiring > kill light
They aren't here.
o HP:Critical MV:Tiring > g
n
sc
[get all corpse]
You get a black pair of silver-tooled boots from the corpse of Castien.
You get a pair of earthen colored breeches from the corpse of Castien.
You get a soft leather pouch from the corpse of Castien.
You get a belt bearing a dragon worked in silver from the corpse of Castien.
You get a silver sai from the corpse of Castien.
You get a polished onyx-inlaid shield from the corpse of Castien.
You get a jeweled wristcuff from the corpse of Castien.
You get a jeweled wristcuff from the corpse of Castien.
You get a pair of dark gloves from the corpse of Castien.
You get a set of cloth sleeves from the corpse of Castien.
You get a surcoat with exquisite embroidery from the corpse of Castien.
You get a black shirt trimmed with lace from the corpse of Castien.
You get a shimmering pendant of obsidian from the corpse of Castien.
You get a silver medallion from the corpse of Castien.
You get a camouflaged hood from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get an oilstone from the corpse of Castien.
o HP:Critical MV:Tiring > The Long Road
The twists and turns the road takes through the hills make this road seem
even longer than it is. Thick and thorny bushes normally line the road, but
give way to the west as a hill slopes upwards sharply.
[ obvious exits: N S W ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
o HP:Critical MV:Tiring > You have 55(405) hit and 139(262) movement points.
You have scored 109795511 experience points and 3042 quest points.
You need 8704489 exp to level and 6958 qp to rank.
You have acquired 71 alt qps to date.
You have amassed 337 Turn points to date, ranking you Reaver Seventh.
You have played 28 days and 13 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
*Castien* panics, and attempts to flee!
Mood changed to: Wimpy
* HP:Battered MV:Tiring - a sergeant: Scratched > change mood brave
You panic and attempt to flee!
*Castien* leaves west.
You flee head over heels.
In a Dry Streambed
The streambed widens here, but still contains nothing but smooth round
kill light
Correcting map position after fleeing.
stones. To the east jagged white walls jut up from the crest of a hill like
broken bones. The streambed continues to the south though with little hope
for water.
[ obvious exits: N E S W ]
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving south.
There are some tracks of an animal leaving north.
A cute brown deer eyes you nervously.
Mood changed to: Brave
o HP:Battered MV:Tiring > kill light
kill light
They aren't here.
kill light
o HP:Battered MV:Tiring > They aren't here.
kill light
o HP:Battered MV:Tiring > kill light
They aren't here.
o HP:Battered MV:Tiring > A sergeant has arrived from the north.
A soldier has arrived from the north.
A soldier has arrived from the north.
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > kill light
They aren't here.
* HP:Battered MV:Tiring > The large wolf has arrived from the north.
You try to slash *Castien*, but he deflects the blow.
* HP:Battered MV:Tiring - Castien: Critical > n
kill h.light
No way! You're fighting for your life!
* HP:Battered MV:Tiring - Castien: Critical > You do the best you can!
bash
ng - Castien: Critical >
*Castien* pierces your body.
The large wolf joins Castien's fight!
A soldier joins Castien's fight!
A soldier joins a soldier's fight!
A sergeant barely pounds your head.
*Castien* panics, and attempts to flee!
*
*Castien* leaves north.
+change mood wimpy
flee
change mood brave
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!large wolf: Wounded >
*Castien* barely pierces your body.
kill light
*Castien* pierces your right hand.
A sergeant tickles your left leg with his pound.
A soldier barely scythes your body.
A soldier barely scythes your left arm.
The large wolf tickles your left leg with his hit.
You flee head over heels.
Stand of Trees
Hidden between a couple of high hills and along the path of a dry stream
Correcting map position after fleeing.
is a cluster of trees. Entering the ring, a circle of stones mark the spot
where a band of travellers camped for the night, perhaps not more than a
day or two ago.
[ obvious exits: N E W ]
There are some tracks of an animal leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
A cute brown deer eyes you nervously.
Mood changed to: Brave
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > kill light
kill light
kill light
A brown deer leaves north.
They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > The large wolf has arrived from the east.
You try to slash *Castien*, but he parries successfully.
o HP:Beaten MV:Tiring - Castien: Critical > kill light
bash
*Castien* pierces your body.
You do the best you can!
- - Castien: Critical >
*Castien* pierces your left leg.
The large wolf joins Castien's fight!
*Castien* panics, and attempts to flee!
+
*Castien* leaves north.
=
They're not here anymore!
o HP:Beaten MV:Tiring - the large wolf: Wounded >
You slash the large wolf's body into bloody fragments!
The large wolf barely hits your left arm.
You wish that your wounds would stop BLEEDING so much!
A timber wolf has arrived from the east.
o HP:Beaten MV:Tiring - the large wolf: Battered > change mood wimpy
flee
*Castien* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
o HP:Beaten MV:Tiring - the large wolf: Battered > Mood changed to: Wimpy
change mood bravering - the large wolf: Battered >
You panic and attempt to flee!
kill h.light
You flee head over heels.
Across the Hills
The desolate hills spread out endlessly, with a winding ribbon of road
Correcting map position after fleeing.
breaking up the landscape to the west. Down the hill and to the east lies a
small stand of trees.
[ obvious exits: E S ]
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of an animal leaving south.
A tough Shienaran soldier waits here.
An antelope blends into the scenery.
Mood changed to: Brave
* HP:Beaten MV:Tiring > They aren't here.
* HP:Beaten MV:Tiring > kill h.light
A timber wolf has arrived from the east.
The large wolf has arrived from the east.
* HP:Beaten MV:Tiring >
*Castien* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
s
* HP:Beaten MV:Tiring - Castien: Critical > You do the best you can!
* HP:Beaten MV:Tiring - Castien: Critical > No way! You're fighting for your life!
* HP:Beaten MV:Tiring - Castien: Critical > change mood wimpy
flee
Mood changed to: Wimpy
You panic and attempt to flee!n: Critical >
A soldier joins Castien's fight!
The large wolf joins Castien's fight!
A timber wolf joins Castien's fight!
*Castien* panics, and attempts to flee!
You flee head over heels.
Bleak Hills
Many of the hills here in the Borderlands are crowned with thistly bushes
Correcting map position after fleeing.
and bent and twisted trees. This one is no exception. Short and wiry grass
covers the hills like stubble on a man's chin.
[ obvious exits: N W ]
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
A timber wolf is here, snarling hungrily.
o HP:Beaten MV:Tiring > s
w
s
Alas, you cannot go that way...
w
o HP:Beaten MV:Tiring > An Abandoned Wagon
A wagon sets here, tilted crazily on three wheels. The fourth has been
broken by the harsh stones and lies underneath the wagon. Tattered cloth
covers the framework of the wagon but huge rents allow a peek inside. As
the wind gusts at the top of the hill, stained and yellowed cloth flaps and
billows.
[ obvious exits: E S ]
There are some tracks of an animal leaving south.
There are some tracks of a human leaving south.
There are some tracks of a human leaving east.
o HP:Beaten MV:Tiring > Path off the Road
This path cuts between several large hills as it heads toward a looming
cliff in the east. A set of wagon tracks lead to the north where you can
see a wagon at the crest of the hill.
[ obvious exits: N E W ]
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
o HP:Beaten MV:Tiring > The Long Road
To the west and north the road makes its winding way through the hills of
Shienar. A break in the rocks and brush leads into the hills toward the
east. A jagged cliff rises above the surrounding hillside in that
direction.
[ obvious exits: N E W ]
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a human leaving north.
There are some tracks of a human leaving east.
o HP:Beaten MV:Tiring > change mood brave
kill light
Mood changed to: Brave
kill light
o HP:Beaten MV:Tiring > kill light
They aren't here.
o HP:Beaten MV:Tiring > kill light
They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > They aren't here.
o HP:Beaten MV:Tiring > kill light
kill light
They aren't here.
o HP:Beaten MV:Tiring > The large wolf has arrived from the east.
You try to slash *Castien*, but he deflects the blow.
o HP:Beaten MV:Tiring - Castien: Critical > kill light
bash
You do the best you can!
+ - Castien: Critical >
*Castien* panics, and attempts to flee!
-
*Castien* leaves east.
=
They're not here anymore!
o HP:Beaten MV:Tiring > e
kill light
Path off the Road
This path cuts between several large hills as it heads toward a looming
cliff in the east. A set of wagon tracks lead to the north where you can
see a wagon at the crest of the hill.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a human leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a human leaving west.
There are some tracks of a human leaving north.
*Castien* is standing here.
bash
o HP:Beaten MV:Tiring > You try to slash *Castien*, but he parries successfully.
= - Castien: Critical >
*Castien* panics, and attempts to flee!
-
*Castien* leaves west.
=
They're not here anymore!
o HP:Beaten MV:Tiring > w
kill light
bash
The Long Road
To the west and north the road makes its winding way through the hills of
Shienar. A break in the rocks and brush leads into the hills toward the
east. A jagged cliff rises above the surrounding hillside in that
direction.
[ obvious exits: N E W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving north.
*Castien* is standing here.
The large dark wolf slinks here, eyes filled with an animal cunning.
o HP:Beaten MV:Tiring > You try to slash *Castien*, but he deflects the blow.
= - Castien: Critical >
*Castien* pierces your right leg.
You wish that your wounds would stop BLEEDING so much!
*
*Castien* pierces your body.
You wish that your wounds would stop BLEEDING so much!
The large wolf joins Castien's fight!
=
Your bash at *Castien* sends him sprawling!
*Castien* panics, and attempts to flee!
o HP:Beaten MV:Tiring - Castien: Critical >
The large wolf barely hits your head.
You wish that your wounds would stop BLEEDING so much!
You slash *Castien*'s left leg into bloody fragments!
*Castien* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Castien*'s death cry.
o HP:Critical MV:Tiring > kill light
They aren't here.
o HP:Critical MV:Tiring > g
n
sc
[get all corpse]
You get a black pair of silver-tooled boots from the corpse of Castien.
You get a pair of earthen colored breeches from the corpse of Castien.
You get a soft leather pouch from the corpse of Castien.
You get a belt bearing a dragon worked in silver from the corpse of Castien.
You get a silver sai from the corpse of Castien.
You get a polished onyx-inlaid shield from the corpse of Castien.
You get a jeweled wristcuff from the corpse of Castien.
You get a jeweled wristcuff from the corpse of Castien.
You get a pair of dark gloves from the corpse of Castien.
You get a set of cloth sleeves from the corpse of Castien.
You get a surcoat with exquisite embroidery from the corpse of Castien.
You get a black shirt trimmed with lace from the corpse of Castien.
You get a shimmering pendant of obsidian from the corpse of Castien.
You get a silver medallion from the corpse of Castien.
You get a camouflaged hood from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get a gold ring from the corpse of Castien.
You get an oilstone from the corpse of Castien.
o HP:Critical MV:Tiring > The Long Road
The twists and turns the road takes through the hills make this road seem
even longer than it is. Thick and thorny bushes normally line the road, but
give way to the west as a hill slopes upwards sharply.
[ obvious exits: N S W ]
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
o HP:Critical MV:Tiring > You have 55(405) hit and 139(262) movement points.
You have scored 109795511 experience points and 3042 quest points.
You need 8704489 exp to level and 6958 qp to rank.
You have acquired 71 alt qps to date.
You have amassed 337 Turn points to date, ranking you Reaver Seventh.
You have played 28 days and 13 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
Re: Crit kills
* S HP:Beaten MV:Strong > nar whatre v hps?
kill light
You narrate 'whatre v hps?'
* S HP:Beaten MV:Strong > They aren't here.
*Kokoro* has arrived from the south, riding a warhorse.
*Vianca* has arrived from the south, riding a bloodstock stallion.
*Vianca* tries to scythe Strangler, but he parries successfully.
kill light
* S HP:Beaten MV:Strong >
*Kokoro* slashes your body.
* S HP:Beaten MV:Strong - Kokoro: Beaten > You do the best you can!
* S HP:Beaten MV:Strong - Kokoro: Beaten > b
[bash ]
TICK IN 5 SECONDS.
*
A Dha'vol trolloc joins your fight!
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body very hard.
*Kokoro* sends you sprawling with a powerful bash!
* S HP:Beaten MV:Fresh - Kokoro: Battered > bash
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
* S HP:Beaten MV:Fresh - Kokoro: Battered >
*Kokoro* assumes an offensive striking posture.
* S HP:Beaten MV:Fresh - Kokoro: Battered >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Kokoro* slashes your body.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he deflects the blow.
* S HP:Beaten MV:Fresh - Kokoro: Battered >
Strangler narrates 'she's only wound'
* S HP:Beaten MV:Fresh - Kokoro: Battered >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Kokoro* slashes your left arm.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* scythes a Dha'vol trolloc's body very hard.
* h - Kokoro: Battered >
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
+
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
*Kokoro* slashes your body.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body very hard.
-
A shrill piercing scream reverberates through the area.
=
Your bash at *Kokoro* sends him sprawling!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
You slash *Kokoro*'s body very hard.
*Vianca* scythes Strangler's right arm hard.
*Vianca* scythes a Dha'vol trolloc's body very hard.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > nar koko beat
You narrate 'koko beat'
bash
* S HP:Beaten MV:Fresh - Kokoro: Beaten > They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten >
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
You slash *Kokoro*'s body very hard.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
*
Strangler tries to lance *Vianca*, but she parries successfully.
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
=
Your bash at *Kokoro* sends him sprawling!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
You slash *Kokoro*'s body extremely hard.
*Kokoro* panics, and attempts to flee!
*Kokoro* slashes your body hard.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
*Kokoro* leaves west riding a warhorse.
-kill light
=bash
Cancelled.
You try to slash *Vianca*, but she deflects the blow.
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
-
*Kokoro* has arrived from the west, riding a warhorse.
=
*Kokoro* slashes your right arm.
You wish that your wounds would stop BLEEDING so much!
*
*Kokoro* slashes your body.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* tries to scythe a Dha'vol trolloc, but he deflects the blow.
*Vianca* barely scythes your left leg.
You wish that your wounds would stop BLEEDING so much!
=
Your bash at *Vianca* sends her sprawling!
* S HP:Critical MV:Fresh - Strangler: Battered - Vianca: Wounded >
*Kokoro* barely slashes your body.
You wish that your wounds would stop BLEEDING so much!
You slash *Vianca*'s left arm into bloody fragments!
Strangler lances *Vianca*'s body extremely hard.
A Dha'vol trolloc cleaves Vianca's left leg very hard.
*Vianca* panics, and attempts to flee!
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body hard.
*Vianca* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!
*Vianca* leaves west riding a bloodstock stallion.
* S HP:Critical MV:Fresh - Kokoro: Beaten > bash h.light
=
Strangler lances *Kokoro*'s head.
*Kokoro* panics, and attempts to flee!
+
*Kokoro* leaves west riding a warhorse.
*
*Kokoro* has arrived from the west, riding a warhorse.
Strangler tries to lance *Kokoro*, but he parries successfully.
*
A Dha'vol trolloc joins Strangler's fight!
A Dha'vol trolloc cleaves Kokoro's body hard.
*Kokoro* panics, and attempts to flee!
Strangler tries to lance *Kokoro*, but he deflects the blow.
-
*Kokoro* leaves west riding a warhorse.
w
=
They're not here anymore!
* S HP:Critical MV:Fresh > kill light
Heart of the Blighted Grove
Small groups of wildflowers grow at the base of the trees. The leaves
on the trees rustle in the wind as a solitary butterfly floats on the
breeze. There is a clearing in the heart of the grove to the south.
[ obvious exits: E S ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
*Kokoro* is standing here, riding a warhorse.
An angry ogier is here, prepared to defend the stedding.
Strangler has arrived from the east.
Strangler lances *Kokoro*'s left leg hard.
*Kokoro* panics, and attempts to flee!
* S HP:Critical MV:Full > You slash *Kokoro*'s left leg into bloody fragments!
* S HP:Critical MV:Full - Strangler: Battered - Kokoro: Critical > kill light
e
kill light
You slash *Kokoro*'s right hand very hard.
*Kokoro* panics, and attempts to flee!
A Dha'vol trolloc joins your fight!
An angry ogier warrior joins Kokoro's fight!
*Kokoro* tries to slash Strangler, but he parries successfully.
Strangler tries to lance *Kokoro*, but he deflects the blow.
You do the best you can!
*Kokoro* leaves east riding a warhorse.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > e
No way! You're fighting for your life!
kill light
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > They aren't here.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > change mood wimpy
No way! You're fighting for your life!
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > flee
They aren't here.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > e
Mood changed to: Wimpy
n S HP:Critical MV:Full - an angry ogier warrior: Healthy >
You panic and attempt to flee!
You flee head over heels.
Heart of the Blighted Grove
A clearing in the heart of the grove reveals the rolling mounds of earth
kill light
Correcting map position after fleeing.
under which the ogier made their homes. The mounds are covered with
green grass and small flowers. One mound in the center of the clearing
is larger than the others.
[ obvious exits: N E S D ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a ridden mount leaving north.
Heart of the Blighted Grove
Almost untouched by the blight, the towering trees are home to dozens
of nesting birds. Bees float from flower to flower as butterflies glide on
the breeze. Surely this grove is worthy of all the protection the remaining
ogier can provide.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
An angry ogier is here, prepared to defend the stedding.
* S HP:Critical MV:Full > Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Full > They aren't here.
* S HP:Critical MV:Full > n
Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
The corpse of an ogier is lying here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Full > w
n
Beneath the Gnarled Trees
Suffering from the taint of dark forces which enfold it, the grand trees
stand exhausted and spiritless. Defiled boughs which once held lush
green leaves now extend leafless and contorted from shriveled trunks.
[ obvious exits: N E ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* S HP:Critical MV:Full > w
s
Under the Trees
Once lush and rich, the legendary Great Trees that tower above are
victims of the encroaching blight. Massive trunks are blackened and
the remaining foliage hangs lifeless from disfigured branches.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving west.
A deformed stag stares about wearily.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
s
* S HP:Critical MV:Full > s
The Towering Trees
The few remaining leaves on the surrounding trees are yellowed and
withered. Thick tree trunks are cracked and have become home to thousands
of blight parasites which feed on, and promote the destruction of the grove.
The trees become thicker to the north and east, and they seem to become
more sparse to the south and west.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Full > Through the Thick Underbrush
A deep snarl of bramble spreads weblike on the rocky ground. A very few
sickly weeds have sprouted up through the tangled mass only to wilt and
wither. A stench of decay lies heavy in the air.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
s
* S HP:Critical MV:Strong > kill light
Opening in the Brush
Very little light filters through to the ground beneath the thick bramble
and thorny vines at your feet. Movement is difficult, though not impossible.
To the south there is an opening in the brush and a small trail leads west.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Depressed trees with withering boughs are clad in creeping gray
fungus. Oily black sap oozes from between the cracked and peeling
bark. There is thick brush to the north and the forest continues south.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Twisted, shriveled branches, perform a perverse dance in the breeze.
Black and red flecks cover the few remaining leaves of the deteriorating
stedding. Most of the leaves lie upon the ground dry and decomposing.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > s
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Strong > where
n
Players in your Zone
--------------------
Rakkard - Within the Dark Grove
Strangler - Heart of the Blighted Grove
You catch the scent of horses nearby.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Twisted, shriveled branches, perform a perverse dance in the breeze.
Black and red flecks cover the few remaining leaves of the deteriorating
stedding. Most of the leaves lie upon the ground dry and decomposing.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
change mood brave
* S HP:Critical MV:Strong > kill light
kill light
Mood changed to: Brave
* S HP:Critical MV:Strong > n
They aren't here.
* S HP:Critical MV:Strong > n
They aren't here.
n
* S HP:Critical MV:Strong > The Dark Grove of Trees
Depressed trees with withering boughs are clad in creeping gray
fungus. Oily black sap oozes from between the cracked and peeling
bark. There is thick brush to the north and the forest continues south.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
* S HP:Critical MV:Strong > notice
Opening in the Brush
Very little light filters through to the ground beneath the thick bramble
and thorny vines at your feet. Movement is difficult, though not impossible.
To the south there is an opening in the brush and a small trail leads west.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
* S HP:Critical MV:Strong > Through the Thick Underbrush
A deep snarl of bramble spreads weblike on the rocky ground. A very few
sickly weeds have sprouted up through the tangled mass only to wilt and
wither. A stench of decay lies heavy in the air.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
n
* S HP:Critical MV:Strong > You stop paying increased attention to your surroundings.
* S HP:Critical MV:Strong > e
The Towering Trees
The few remaining leaves on the surrounding trees are yellowed and
withered. Thick tree trunks are cracked and have become home to thousands
of blight parasites which feed on, and promote the destruction of the grove.
The trees become thicker to the north and east, and they seem to become
more sparse to the south and west.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Strong > Under the Trees
Once lush and rich, the legendary Great Trees that tower above are
victims of the encroaching blight. Massive trunks are blackened and
the remaining foliage hangs lifeless from disfigured branches.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
A deformed stag stares about wearily.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Strong > s
e
Beneath the Gnarled Trees
Suffering from the taint of dark forces which enfold it, the grand trees
stand exhausted and spiritless. Defiled boughs which once held lush
green leaves now extend leafless and contorted from shriveled trunks.
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
Strangler narrates 'se'
* S HP:Critical MV:Strong > Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
The corpse of an ogier is lying here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Strong > s
kill light
Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > sc
kill light
kill light
You have 59(405) hit and 201(262) movement points.
You have scored 115495061 experience points and 3098 quest points.
You need 3004939 exp to level and 6902 qp to rank.
You have acquired 74 alt qps to date.
You have amassed 631 Turn points to date, ranking you Reaver Second.
You have played 29 days and 1 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > nar am crit
You narrate 'am crit'
* S HP:Critical MV:Strong > cha wimp 44
kill light
kill light
You will now flee if you go below 44 hit points.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > sc
They aren't here.
Strangler has arrived from the south.
* S HP:Critical MV:Strong > kill light
You have 59(405) hit and 201(262) movement points.
You have scored 115495061 experience points and 3098 quest points.
You need 3004939 exp to level and 6902 qp to rank.
You have acquired 74 alt qps to date.
You have amassed 631 Turn points to date, ranking you Reaver Second.
You have played 29 days and 1 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Strong > They aren't here.
kill light
* S HP:Critical MV:Strong > kill light
*Kokoro* has arrived from the west, riding a warhorse.
* S HP:Critical MV:Strong > look
kill light
You slash *Kokoro*'s left foot.
*Kokoro* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Kokoro*'s death cry.
* S HP:Critical MV:Strong > kill light
They aren't here.
* S HP:Critical MV:Strong > Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
The corpse of Kokoro is lying here.
A warhorse is here, stamping his feet impatiently.
Strangler the Rope is standing here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > g
sca
nar heh
[get all corpse]
You get a vial filled with a dark red liquid from the corpse of Kokoro.
You get a vial filled with a dark red liquid from the corpse of Kokoro.
You get a thin vial of yellow fluid from the corpse of Kokoro.
You get a wealth of gold crowns from the corpse of Kokoro.
You get eleven copper pennys 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 water skin from the corpse of Kokoro.
You get a water skin from the corpse of Kokoro.
You get a bronze belt of odd design from the corpse of Kokoro.
You get a nimble blade with a cuendillar pommel from the corpse of Kokoro.
You get a silver etched shield 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.
You get a backpack from the corpse of Kokoro.
You get a black, silver-embroidered cape from the corpse of Kokoro.
You get an engraved gold-plated breastplate from the corpse of Kokoro.
You get a shimmering pendant of obsidian from the corpse of Kokoro.
You get a shimmering chain of gold from the corpse of Kokoro.
You get a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
You get a gold ring delicately carved with ivy from the corpse of Kokoro.
You get a jade signet ring from the corpse of Kokoro.
You get a lantern from the corpse of Kokoro.
* S HP:Critical MV:Strong > You lean over and sever the bloody head from the corpse of Kokoro
kill light
You narrate 'whatre v hps?'
* S HP:Beaten MV:Strong > They aren't here.
*Kokoro* has arrived from the south, riding a warhorse.
*Vianca* has arrived from the south, riding a bloodstock stallion.
*Vianca* tries to scythe Strangler, but he parries successfully.
kill light
* S HP:Beaten MV:Strong >
*Kokoro* slashes your body.
* S HP:Beaten MV:Strong - Kokoro: Beaten > You do the best you can!
* S HP:Beaten MV:Strong - Kokoro: Beaten > b
[bash ]
TICK IN 5 SECONDS.
*
A Dha'vol trolloc joins your fight!
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body very hard.
*Kokoro* sends you sprawling with a powerful bash!
* S HP:Beaten MV:Fresh - Kokoro: Battered > bash
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
* S HP:Beaten MV:Fresh - Kokoro: Battered >
*Kokoro* assumes an offensive striking posture.
* S HP:Beaten MV:Fresh - Kokoro: Battered >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Kokoro* slashes your body.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he deflects the blow.
* S HP:Beaten MV:Fresh - Kokoro: Battered >
Strangler narrates 'she's only wound'
* S HP:Beaten MV:Fresh - Kokoro: Battered >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Kokoro* slashes your left arm.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* scythes a Dha'vol trolloc's body very hard.
* h - Kokoro: Battered >
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
+
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
*Kokoro* slashes your body.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body very hard.
-
A shrill piercing scream reverberates through the area.
=
Your bash at *Kokoro* sends him sprawling!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten >
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
You slash *Kokoro*'s body very hard.
*Vianca* scythes Strangler's right arm hard.
*Vianca* scythes a Dha'vol trolloc's body very hard.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > nar koko beat
You narrate 'koko beat'
bash
* S HP:Beaten MV:Fresh - Kokoro: Beaten > They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten >
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
You slash *Kokoro*'s body very hard.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
*
Strangler tries to lance *Vianca*, but she parries successfully.
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Vianca* tries to scythe Strangler, but he deflects the blow.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
=
Your bash at *Kokoro* sends him sprawling!
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
They already seem to be stunned.
* S HP:Beaten MV:Fresh - Kokoro: Beaten > bash
A Dha'vol trolloc tries to cleave Vianca, but she deflects the blow.
You slash *Kokoro*'s body extremely hard.
*Kokoro* panics, and attempts to flee!
*Kokoro* slashes your body hard.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* tries to scythe a Dha'vol trolloc, but he parries successfully.
*Kokoro* leaves west riding a warhorse.
-kill light
=bash
Cancelled.
You try to slash *Vianca*, but she deflects the blow.
*Vianca* avoids being bashed by Strangler who loses his balance and falls!
-
*Kokoro* has arrived from the west, riding a warhorse.
=
*Kokoro* slashes your right arm.
You wish that your wounds would stop BLEEDING so much!
*
*Kokoro* slashes your body.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc tries to cleave Vianca, but she parries successfully.
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* tries to scythe a Dha'vol trolloc, but he deflects the blow.
*Vianca* barely scythes your left leg.
You wish that your wounds would stop BLEEDING so much!
=
Your bash at *Vianca* sends her sprawling!
* S HP:Critical MV:Fresh - Strangler: Battered - Vianca: Wounded >
*Kokoro* barely slashes your body.
You wish that your wounds would stop BLEEDING so much!
You slash *Vianca*'s left arm into bloody fragments!
Strangler lances *Vianca*'s body extremely hard.
A Dha'vol trolloc cleaves Vianca's left leg very hard.
*Vianca* panics, and attempts to flee!
*Vianca* tries to scythe Strangler, but he parries successfully.
*Vianca* scythes a Dha'vol trolloc's body hard.
*Vianca* barely scythes your body.
You wish that your wounds would stop BLEEDING so much!
*Vianca* leaves west riding a bloodstock stallion.
* S HP:Critical MV:Fresh - Kokoro: Beaten > bash h.light
=
Strangler lances *Kokoro*'s head.
*Kokoro* panics, and attempts to flee!
+
*Kokoro* leaves west riding a warhorse.
*
*Kokoro* has arrived from the west, riding a warhorse.
Strangler tries to lance *Kokoro*, but he parries successfully.
*
A Dha'vol trolloc joins Strangler's fight!
A Dha'vol trolloc cleaves Kokoro's body hard.
*Kokoro* panics, and attempts to flee!
Strangler tries to lance *Kokoro*, but he deflects the blow.
-
*Kokoro* leaves west riding a warhorse.
w
=
They're not here anymore!
* S HP:Critical MV:Fresh > kill light
Heart of the Blighted Grove
Small groups of wildflowers grow at the base of the trees. The leaves
on the trees rustle in the wind as a solitary butterfly floats on the
breeze. There is a clearing in the heart of the grove to the south.
[ obvious exits: E S ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
*Kokoro* is standing here, riding a warhorse.
An angry ogier is here, prepared to defend the stedding.
Strangler has arrived from the east.
Strangler lances *Kokoro*'s left leg hard.
*Kokoro* panics, and attempts to flee!
* S HP:Critical MV:Full > You slash *Kokoro*'s left leg into bloody fragments!
* S HP:Critical MV:Full - Strangler: Battered - Kokoro: Critical > kill light
e
kill light
You slash *Kokoro*'s right hand very hard.
*Kokoro* panics, and attempts to flee!
A Dha'vol trolloc joins your fight!
An angry ogier warrior joins Kokoro's fight!
*Kokoro* tries to slash Strangler, but he parries successfully.
Strangler tries to lance *Kokoro*, but he deflects the blow.
You do the best you can!
*Kokoro* leaves east riding a warhorse.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > e
No way! You're fighting for your life!
kill light
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > They aren't here.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > change mood wimpy
No way! You're fighting for your life!
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > flee
They aren't here.
* S HP:Critical MV:Full - an angry ogier warrior: Healthy > e
Mood changed to: Wimpy
n S HP:Critical MV:Full - an angry ogier warrior: Healthy >
You panic and attempt to flee!
You flee head over heels.
Heart of the Blighted Grove
A clearing in the heart of the grove reveals the rolling mounds of earth
kill light
Correcting map position after fleeing.
under which the ogier made their homes. The mounds are covered with
green grass and small flowers. One mound in the center of the clearing
is larger than the others.
[ obvious exits: N E S D ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a ridden mount leaving north.
Heart of the Blighted Grove
Almost untouched by the blight, the towering trees are home to dozens
of nesting birds. Bees float from flower to flower as butterflies glide on
the breeze. Surely this grove is worthy of all the protection the remaining
ogier can provide.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
An angry ogier is here, prepared to defend the stedding.
* S HP:Critical MV:Full > Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Full > They aren't here.
* S HP:Critical MV:Full > n
Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
The corpse of an ogier is lying here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Full > w
n
Beneath the Gnarled Trees
Suffering from the taint of dark forces which enfold it, the grand trees
stand exhausted and spiritless. Defiled boughs which once held lush
green leaves now extend leafless and contorted from shriveled trunks.
[ obvious exits: N E ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* S HP:Critical MV:Full > w
s
Under the Trees
Once lush and rich, the legendary Great Trees that tower above are
victims of the encroaching blight. Massive trunks are blackened and
the remaining foliage hangs lifeless from disfigured branches.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving west.
A deformed stag stares about wearily.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
s
* S HP:Critical MV:Full > s
The Towering Trees
The few remaining leaves on the surrounding trees are yellowed and
withered. Thick tree trunks are cracked and have become home to thousands
of blight parasites which feed on, and promote the destruction of the grove.
The trees become thicker to the north and east, and they seem to become
more sparse to the south and west.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Full > Through the Thick Underbrush
A deep snarl of bramble spreads weblike on the rocky ground. A very few
sickly weeds have sprouted up through the tangled mass only to wilt and
wither. A stench of decay lies heavy in the air.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
s
* S HP:Critical MV:Strong > kill light
Opening in the Brush
Very little light filters through to the ground beneath the thick bramble
and thorny vines at your feet. Movement is difficult, though not impossible.
To the south there is an opening in the brush and a small trail leads west.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Depressed trees with withering boughs are clad in creeping gray
fungus. Oily black sap oozes from between the cracked and peeling
bark. There is thick brush to the north and the forest continues south.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Twisted, shriveled branches, perform a perverse dance in the breeze.
Black and red flecks cover the few remaining leaves of the deteriorating
stedding. Most of the leaves lie upon the ground dry and decomposing.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > s
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
* S HP:Critical MV:Strong > where
n
Players in your Zone
--------------------
Rakkard - Within the Dark Grove
Strangler - Heart of the Blighted Grove
You catch the scent of horses nearby.
* S HP:Critical MV:Strong > The Dark Grove of Trees
Twisted, shriveled branches, perform a perverse dance in the breeze.
Black and red flecks cover the few remaining leaves of the deteriorating
stedding. Most of the leaves lie upon the ground dry and decomposing.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
change mood brave
* S HP:Critical MV:Strong > kill light
kill light
Mood changed to: Brave
* S HP:Critical MV:Strong > n
They aren't here.
* S HP:Critical MV:Strong > n
They aren't here.
n
* S HP:Critical MV:Strong > The Dark Grove of Trees
Depressed trees with withering boughs are clad in creeping gray
fungus. Oily black sap oozes from between the cracked and peeling
bark. There is thick brush to the north and the forest continues south.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
A sickly, skinny deer stands here in a daze.
A sickly, skinny deer stands here in a daze.
* S HP:Critical MV:Strong > notice
Opening in the Brush
Very little light filters through to the ground beneath the thick bramble
and thorny vines at your feet. Movement is difficult, though not impossible.
To the south there is an opening in the brush and a small trail leads west.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
* S HP:Critical MV:Strong > Through the Thick Underbrush
A deep snarl of bramble spreads weblike on the rocky ground. A very few
sickly weeds have sprouted up through the tangled mass only to wilt and
wither. A stench of decay lies heavy in the air.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving north.
n
* S HP:Critical MV:Strong > You stop paying increased attention to your surroundings.
* S HP:Critical MV:Strong > e
The Towering Trees
The few remaining leaves on the surrounding trees are yellowed and
withered. Thick tree trunks are cracked and have become home to thousands
of blight parasites which feed on, and promote the destruction of the grove.
The trees become thicker to the north and east, and they seem to become
more sparse to the south and west.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Strong > Under the Trees
Once lush and rich, the legendary Great Trees that tower above are
victims of the encroaching blight. Massive trunks are blackened and
the remaining foliage hangs lifeless from disfigured branches.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving south.
A deformed stag stares about wearily.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Strong > s
e
Beneath the Gnarled Trees
Suffering from the taint of dark forces which enfold it, the grand trees
stand exhausted and spiritless. Defiled boughs which once held lush
green leaves now extend leafless and contorted from shriveled trunks.
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
Strangler narrates 'se'
* S HP:Critical MV:Strong > Deep Within the Grove
A foul stench seems to waft up from the spoiled ground which feeds its
evil corruption to the mangled trees. The forest continues to the east and
west. There seems to be a change in the forest to the south.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
The corpse of an ogier is lying here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
* S HP:Critical MV:Strong > s
kill light
Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > sc
kill light
kill light
You have 59(405) hit and 201(262) movement points.
You have scored 115495061 experience points and 3098 quest points.
You need 3004939 exp to level and 6902 qp to rank.
You have acquired 74 alt qps to date.
You have amassed 631 Turn points to date, ranking you Reaver Second.
You have played 29 days and 1 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > nar am crit
You narrate 'am crit'
* S HP:Critical MV:Strong > cha wimp 44
kill light
kill light
You will now flee if you go below 44 hit points.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > sc
They aren't here.
Strangler has arrived from the south.
* S HP:Critical MV:Strong > kill light
You have 59(405) hit and 201(262) movement points.
You have scored 115495061 experience points and 3098 quest points.
You need 3004939 exp to level and 6902 qp to rank.
You have acquired 74 alt qps to date.
You have amassed 631 Turn points to date, ranking you Reaver Second.
You have played 29 days and 1 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Strong > They aren't here.
kill light
* S HP:Critical MV:Strong > kill light
*Kokoro* has arrived from the west, riding a warhorse.
* S HP:Critical MV:Strong > look
kill light
You slash *Kokoro*'s left foot.
*Kokoro* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Kokoro*'s death cry.
* S HP:Critical MV:Strong > kill light
They aren't here.
* S HP:Critical MV:Strong > Heart of the Blighted Grove
In the heart of the grove, the stedding still holds a trace of its former
glory. The trees are tall and strong, with leaves of green. Healthy sprouts
of grass poke up sporadically from the healthy soil.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
The corpse of Kokoro is lying here.
A warhorse is here, stamping his feet impatiently.
Strangler the Rope is standing here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > They aren't here.
* S HP:Critical MV:Strong > g
sca
nar heh
[get all corpse]
You get a vial filled with a dark red liquid from the corpse of Kokoro.
You get a vial filled with a dark red liquid from the corpse of Kokoro.
You get a thin vial of yellow fluid from the corpse of Kokoro.
You get a wealth of gold crowns from the corpse of Kokoro.
You get eleven copper pennys 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 water skin from the corpse of Kokoro.
You get a water skin from the corpse of Kokoro.
You get a bronze belt of odd design from the corpse of Kokoro.
You get a nimble blade with a cuendillar pommel from the corpse of Kokoro.
You get a silver etched shield 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.
You get a backpack from the corpse of Kokoro.
You get a black, silver-embroidered cape from the corpse of Kokoro.
You get an engraved gold-plated breastplate from the corpse of Kokoro.
You get a shimmering pendant of obsidian from the corpse of Kokoro.
You get a shimmering chain of gold from the corpse of Kokoro.
You get a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
You get a gold ring delicately carved with ivy from the corpse of Kokoro.
You get a jade signet ring from the corpse of Kokoro.
You get a lantern from the corpse of Kokoro.
* S HP:Critical MV:Strong > You lean over and sever the bloody head from the corpse of Kokoro
Re: Crit kills
o S HP:Critical MV:Weary > scan e
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Weary > r
You sit down and rest your tired bones.
You sheath the massive blade, da'es Ashan into a heron-engraved scabbard.
o S HP:Critical MV:Weary > not
You start paying increased attention to your surroundings.
o S HP:Critical MV:Weary > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Weary > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Weary > cha wimp 44
TICK IN 5 SECONDS.
You will now flee if you go below 44 hit points.
o S HP:Critical MV:Weary > 'if they hit 1e im gonna hit with this mob
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
You say 'if they hit 1e im gonna hit with this mob'
o S HP:Critical MV:Tiring > scan e
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > where
Players in your Zone
--------------------
Eran - Tower Entrance
Rakkard - Tower Entrance
You catch a faint scent of a horse nearby.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
Eran nods in agreement.
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > *Draz* is standing here, riding a warhorse.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > st
e
You stop resting, and stand up.
kill light
o S HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a horse leaving west.
There are some tracks of a horse leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
Eran has arrived from the west.
A shadow stallion has arrived from the west.
* S HP:Critical MV:Winded > Eran pierces *Draz*'s right leg.
You draw the massive blade, da'es Ashan from a heron-engraved scabbard with a flash of steel.
You wield the massive blade, da'es Ashan with both hands.
You try to slash *Draz*, but he deflects the blow.
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Beaten > change mood brave
Mood changed to: Brave
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Beaten >
You slash *Draz*'s body very hard.
A Dha'vol trolloc joins your fight!
Eran pierces *Draz*'s body hard.
Draz swiftly dodges a cringing trolloc whelp's attempt to hit him.
Draz swiftly dodges a cringing trolloc whelp's attempt to hit him.
*Draz* tries to scythe Eran, but he deflects the blow.
A hideous trolloc tries to cleave Draz, but he deflects the blow.
*Draz* closes the fence.
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical >
*Draz* panics, and attempts to flee!
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical > open door north
Ok.
kill light
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical > kill light
*Draz* leaves east riding a warhorse.
* S HP:Critical MV:Winded > They aren't here.
s
* S HP:Critical MV:Winded > e
They aren't here.
kill light
* S HP:Critical MV:Winded > A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
Eran has arrived from the north.
A shadow stallion has arrived from the north.
* S HP:Critical MV:Winded > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
Eran has arrived from the west.
A shadow stallion has arrived from the west.
n
* S HP:Critical MV:Winded > kill light
They aren't here.
* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
A warhorse is here, stamping his feet impatiently.
Eran has arrived from the south.
A shadow stallion has arrived from the south.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
kill light
kill light
A shadow stallion stops following Eran.
Eran starts riding a shadow stallion.
They aren't here.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
They aren't here.
kill light
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
kill light
Eran pierces a warhorse's body into bloody fragments!
They aren't here.
* S HP:Critical MV:Winded > look
They aren't here.
kill light
* S HP:Critical MV:Winded > kill light
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
*Jayd* is standing here.
Eran the Gray Man is here, fighting a warhorse, riding a shadow stallion.
A trolloc is here commanding a fist of troops.
A warhorse is here, fighting Eran.
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
* S HP:Critical MV:Winded - Jayd: Wounded > You do the best you can!
* S HP:Critical MV:Winded - Jayd: Wounded > You do the best you can!
nded - Jayd: Wounded >
You try to slash *Jayd*, but she deflects the blow.
A Dha'vol trolloc joins your fight!
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
A warhorse tries to hit Eran, but he deflects the blow.
Eran pierces a warhorse's left foot very hard.
change mood wimpy
You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
flee
Correcting map position after fleeing.
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving west.
There are some tracks of a horse leaving west.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > Mood changed to: Wimpy
* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
*Jayd* is here, fighting a Dha'vol trolloc.
Eran the Gray Man is here, fighting a warhorse, riding a shadow stallion.
A Dha'vol trolloc is here, fighting Jayd.
A warhorse is here, fighting Eran.
* S HP:Critical MV:Winded > w
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving west.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > sc
n
You have 42(405) hit and 110(262) movement points.
You have scored 113372425 experience points and 3088 quest points.
You need 5127575 exp to level and 6912 qp to rank.
You have acquired 76 alt qps to date.
You have amassed 713 Turn points to date, ranking you Reaver Second.
You have played 29 days and 4 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Winded > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
o S HP:Critical MV:Winded > cha wimp 33
s
You will now flee if you go below 33 hit points.
kill light
o S HP:Critical MV:Winded > kill light
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > You try to slash *Jayd*, but she parries successfully.
* S HP:Critical MV:Winded - Jayd: Wounded > e
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You do the best you can!
kill light
* S HP:Critical MV:Winded - Jayd: Wounded > No way! You're fighting for your life!
* S HP:Critical MV:Winded - Jayd: Wounded > bash
You do the best you can!
* S HP:Critical MV:Winded - Jayd: Wounded > change mood wimpy
flee
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!yd: Wounded >
nar fence
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc joins your fight!
A wolfish trolloc joins your fight!
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A hideous trolloc joins your fight!
You flee head over heels.
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
Correcting map position after fleeing.
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
You narrate 'fence'
o S HP:Critical MV:Winded > 11
[k h.light]
They aren't here.
o S HP:Critical MV:Winded > 11
11
[k h.light]
They aren't here.
o S HP:Critical MV:Winded > [k h.light]
They aren't here.
o S HP:Critical MV:Winded > 11
*Jayd* has arrived from the south.
* S HP:Critical MV:Winded > [k h.light]
You try to slash *Jayd*, but she deflects the blow.
* S HP:Critical MV:Winded - Jayd: Wounded > s
11
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A Dhai'mon trolloc joins your fight!
A Dhai'mon trolloc joins a Dhai'mon trolloc's fight!
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
flee
You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
Correcting map position after fleeing.
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Draz.
A wolfish trolloc is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > [k h.light]
They aren't here.
* S HP:Critical MV:Winded > close door north
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Draz.
A wolfish trolloc is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
* S HP:Critical MV:Winded > Ok.
*Draz* leaves south riding a warhorse.
* S HP:Critical MV:Winded > s
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving east.
There are some tracks of a humanoid leaving north.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > n
n
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > The fence seems to be closed.
doorName is now set as: fence
* S HP:Critical MV:Winded > open door north
The fence is opened from the other side.
* S HP:Critical MV:Winded > n
kill light
It's already open!
* S HP:Critical MV:Winded > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
*Jayd* is here, fighting a cringing trolloc whelp.
A cringing trolloc whelp is here, fighting Jayd.
A cringing trolloc whelp is here, fighting Jayd.
A cringing trolloc whelp is here, fighting Jayd.
A Dhai'mon trolloc is here, fighting Jayd.
A Dhai'mon trolloc is here, fighting Jayd.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Jayd* panics, and attempts to flee!
* S HP:Critical MV:Weary > You try to slash *Jayd*, but she parries successfully.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded > close door south
You try to slash *Jayd*, but she deflects the blow.
A Dha'vol trolloc joins your fight!
A Dhai'mon trolloc tries to hack Jayd, but she deflects the blow.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded > Ok.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded >
A Dha'vol trolloc tries to cleave Jayd, but she parries successfully.
You slash *Jayd*'s right leg very hard.
*Jayd* pierces a cringing trolloc whelp's body very hard.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc hacks Jayd's right arm.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > open door south
f
Ok.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > PANIC! You couldn't escape!
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > f
Eran has arrived from the south, riding a shadow stallion.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > PANIC! You couldn't escape!
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered >
A Dha'vol trolloc tries to cleave Jayd, but she deflects the blow.
You slash *Jayd*'s body extremely hard.
*Jayd* pierces a cringing trolloc whelp's left arm into bloody fragments!
A cringing trolloc whelp is dead! R.I.P.
Your blood freezes as you hear a cringing trolloc whelp's death cry.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc hacks Jayd's body.
A cringing trolloc whelp tries to hit Jayd, but she deflects the blow.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
*Jayd* pierces a Dhai'mon trolloc's right arm hard.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Scratched - Jayd: Battered > close door south
Eran closes the fence.
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Scratched - Jayd: Battered > change mood berserk
b
Eran tries to pierce *Jayd*, but she parries successfully.
Mood changed to: Berserk
[bash ] ary - a Dhai'mon trolloc: Scratched - Jayd: Battered >
=
*Jayd* panics, and attempts to flee!
*
Eran pierces *Jayd*'s body.
*Jayd* pierces a Dhai'mon trolloc's body very hard.
A Dha'vol trolloc tries to cleave Jayd, but she deflects the blow.
A Dhai'mon trolloc barely hacks Jayd's body.
A Dhai'mon trolloc hacks Jayd's body.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
*
*Jayd* pierces a Dhai'mon trolloc's right arm.
=
Your bash at *Jayd* sends her sprawling!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
The fence is opened from the other side.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
Eran closes the fence.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
Eran pierces *Jayd*'s left leg hard.
A Dha'vol trolloc cleaves Jayd's left leg.
You slash *Jayd*'s left foot very hard.
A Dhai'mon trolloc hacks Jayd's right arm.
A Dhai'mon trolloc hacks Jayd's body hard.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Beaten > close door south
close door south
close door south
It's already closed!
close door south
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Beaten > Eran pierces *Jayd*'s body very hard.
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
It's already closed!
close door south
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
Eran pierces *Jayd*'s body hard.
A Dha'vol trolloc cleaves Jayd's left leg hard.
You slash *Jayd*'s head into bloody fragments!
*Jayd* panics, and attempts to flee!
A Dhai'mon trolloc hacks Jayd's body.
*Jayd* is mortally wounded, and will die soon, if not aided.
A Dhai'mon trolloc hacks Jayd's head hard.
*Jayd* is dead! R.I.P.
Your blood freezes as you hear *Jayd*'s death cry.
It's already closed!
o S HP:Critical MV:Weary > open door south
s
Ok.
kill light
o S HP:Critical MV:Weary > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
*Draz* is standing here, riding a warhorse.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
Eran has arrived from the north, riding a shadow stallion.
*Draz* leaves north riding a warhorse.
* S HP:Critical MV:Weary > They aren't here.
* S HP:Critical MV:Weary > n
kill light
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
The corpse of Jayd is lying here.
The corpse of a cringing trolloc whelp is lying here.
*Draz* is standing here, riding a warhorse.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Eran has arrived from the south, riding a shadow stallion.
* S HP:Critical MV:Weary > close door south
kill light
Eran gets seventeen gold crowns from the corpse of Jayd.
Eran gets a pair of gleaming metal boots from the corpse of Jayd.
Eran gets a pair of thick, gold-plated greaves from the corpse of Jayd.
Eran gets a small purse from the corpse of Jayd.
Eran gets a soft leather pouch from the corpse of Jayd.
Eran gets a belt with a buckle of cuendillar from the corpse of Jayd.
Eran gets a silver-winged basilard from the corpse of Jayd.
Eran gets a silver etched shield from the corpse of Jayd.
Eran gets a silver Kandori wristcuff from the corpse of Jayd.
Eran gets a silver Kandori wristcuff from the corpse of Jayd.
Eran gets a sturdy pair of full leather gauntlets from the corpse of Jayd.
Eran gets a pair of polished, gold-plated vambraces from the corpse of Jayd.
Eran gets a black, silver-embroidered cape from the corpse of Jayd.
Eran gets an engraved gold-plated breastplate from the corpse of Jayd.
Eran gets a shimmering pendant of obsidian from the corpse of Jayd.
Eran gets a shimmering pendant of obsidian from the corpse of Jayd.
Eran gets a gold-chased morion with an engraved silver comb from the corpse of Jayd.
Eran gets a gold ring from the corpse of Jayd.
Eran gets a gold ring from the corpse of Jayd.
Eran gets a brass storm lantern from the corpse of Jayd.
You slash *Draz*'s right arm hard.
* S HP:Critical MV:Weary - Draz: Critical > *Draz* scythes your right leg hard.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc joins your fight!
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A Dhai'mon trolloc joins your fight!
A Dhai'mon trolloc joins a Dhai'mon trolloc's fight!
You slash *Draz*'s right leg very hard.
Ok.
* S HP:Critical MV:Weary - Draz: Critical > Eran pierces *Draz*'s right leg hard.
You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > close door south
kill light
TICK IN 5 SECONDS.
close door south
It's already closed!
* S HP:Critical MV:Weary - Draz: Critical > You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > kill light
It's already closed!
close door south
* S HP:Critical MV:Weary - Draz: Critical > You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > kill light
close door south
Eran pierces *Draz*'s body.
*Draz* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Draz*'s death cry.
It's already closed!
o S HP:Critical MV:Weary > close door south
They aren't here.
kill light
o S HP:Critical MV:Weary > It's already closed!
o S HP:Critical MV:Weary > It's already closed!
o S HP:Critical MV:Weary > They aren't here.
o S HP:Critical MV:Weary > g
sca
Eran gets a pair of wicker panniers from the corpse of Draz.
Eran gets a wide leather wristband from the corpse of Draz.
Eran gets a wide leather wristband from the corpse of Draz.
Eran gets a vial filled with a dark red liquid from the corpse of Draz.
Eran gets a vial filled with a vivid blue liquid from the corpse of Draz.
Eran gets a lantern from the corpse of Draz.
Eran gets a lantern from the corpse of Draz.
Eran gets a pair of light, well-oiled leather boots from the corpse of Draz.
Eran gets a set of loose cloth breeches from the corpse of Draz.
Eran gets a finely-tailored white shirt from the corpse of Draz.
Eran gets a light brown hood of finely-spun cloth from the corpse of Draz.
Eran gets a few stalks of yellow broomweed from the corpse of Draz.
Eran gets a potato from the corpse of Draz.
Eran gets a throwing spike from the corpse of Draz.
Eran gets a pair of gleaming metal boots from the corpse of Draz.
Eran gets a pair of thick, gold-plated greaves from the corpse of Draz.
Eran gets a belt with a buckle of cuendillar from the corpse of Draz.
Eran gets a wicked knife bladed axe from the corpse of Draz.
Eran gets a sungwood bracelet from the corpse of Draz.
o S HP:Critical MV:Weary > [get all corpse]
You get a silver etched shield from the corpse of Draz.
You get a sungwood bracelet from the corpse of Draz.
You get a sturdy pair of full leather gauntlets from the corpse of Draz.
You get a pair of polished, gold-plated vambraces from the corpse of Draz.
You get a backpack from the corpse of Draz.
You get a black, silver-embroidered cape from the corpse of Draz.
a hauberk of steel chainmail: You can't take that!
You get a weathered, storm-gray gorget from the corpse of Draz.
You get a weathered, storm-gray gorget from the corpse of Draz.
You get a gold-chased morion with an engraved silver comb from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get an oilstone from the corpse of Draz.
You get a brass storm lantern from the corpse of Draz.
o S HP:Critical MV:Weary > You lean over and sever the bloody head from the corpse of Draz.
o S HP:Critical MV:Weary > scal 2.corpse
Eran narrates 'excellent'
o S HP:Critical MV:Weary > You lean over and sever the bloody head from the corpse of Jayd.
o S HP:Critical MV:Weary >
Your heartbeat calms down more as you feel less panicked.
Timer now at 63 secs.
o S HP:Critical MV:Winded > i
where
You are carrying:
the severed head of Draz the Human slain in Shienar
the severed head of Jayd the Human slain in Shienar
a brass storm lantern
an oilstone
[2] a jade signet ring
a gold-chased morion with an engraved silver comb
[2] a weathered, storm-gray gorget
a black, silver-embroidered cape
a backpack
a pair of polished, gold-plated vambraces
a sturdy pair of full leather gauntlets
a sungwood bracelet
a silver etched shield
o S HP:Critical MV:Winded > change mood wimpy
Players in your Zone
--------------------
Eran - Stallion Pen
Rakkard - Stallion Pen
change mood wimpy
o S HP:Critical MV:Winded > change mood wimpy
You try to calm down, but can't.
o S HP:Critical MV:Winded > You try to calm down, but can't.
o S HP:Critical MV:Winded > sc
You try to calm down, but can't.
o S HP:Critical MV:Winded > You have 35(405) hit and 124(262) movement points.
You have scored 114388103 experience points and 3088 quest points.
You need 4111897 exp to level and 6912 qp to rank.
You have acquired 77 alt qps to date.
You have amassed 743 Turn points to date, ranking you Reaver Second.
You have played 29 days and 4 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o S HP:Critical MV:Winded > nar tada
You narrate 'tada'
o S HP:Critical MV:Winded > nar 35hps after tic
change mood wimpy
You narrate '35hps after tic'
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Weary > r
You sit down and rest your tired bones.
You sheath the massive blade, da'es Ashan into a heron-engraved scabbard.
o S HP:Critical MV:Weary > not
You start paying increased attention to your surroundings.
o S HP:Critical MV:Weary > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Weary > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Weary > cha wimp 44
TICK IN 5 SECONDS.
You will now flee if you go below 44 hit points.
o S HP:Critical MV:Weary > 'if they hit 1e im gonna hit with this mob
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
You say 'if they hit 1e im gonna hit with this mob'
o S HP:Critical MV:Tiring > scan e
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > where
Players in your Zone
--------------------
Eran - Tower Entrance
Rakkard - Tower Entrance
You catch a faint scent of a horse nearby.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
Eran nods in agreement.
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > dd
scan e
[diag h.light]
No-one by that name here.
o S HP:Critical MV:Tiring > *Draz* is standing here, riding a warhorse.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
o S HP:Critical MV:Tiring > st
e
You stop resting, and stand up.
kill light
o S HP:Critical MV:Tiring > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a horse leaving west.
There are some tracks of a horse leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
Eran has arrived from the west.
A shadow stallion has arrived from the west.
* S HP:Critical MV:Winded > Eran pierces *Draz*'s right leg.
You draw the massive blade, da'es Ashan from a heron-engraved scabbard with a flash of steel.
You wield the massive blade, da'es Ashan with both hands.
You try to slash *Draz*, but he deflects the blow.
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Beaten > change mood brave
Mood changed to: Brave
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Beaten >
You slash *Draz*'s body very hard.
A Dha'vol trolloc joins your fight!
Eran pierces *Draz*'s body hard.
Draz swiftly dodges a cringing trolloc whelp's attempt to hit him.
Draz swiftly dodges a cringing trolloc whelp's attempt to hit him.
*Draz* tries to scythe Eran, but he deflects the blow.
A hideous trolloc tries to cleave Draz, but he deflects the blow.
*Draz* closes the fence.
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical >
*Draz* panics, and attempts to flee!
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical > open door north
Ok.
kill light
* S HP:Critical MV:Winded - Eran: Wounded - Draz: Critical > kill light
*Draz* leaves east riding a warhorse.
* S HP:Critical MV:Winded > They aren't here.
s
* S HP:Critical MV:Winded > e
They aren't here.
kill light
* S HP:Critical MV:Winded > A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
Eran has arrived from the north.
A shadow stallion has arrived from the north.
* S HP:Critical MV:Winded > Nearing A Trolloc Camp
Thick brush takes over from the tall trees to the north. Large bushes and
shrubs with wiry branches, entangle each other, creating a wild array of
growth. Small animals hide out in the thick cover that the leafy shrubs
provide. Small flowers struggle to grow inbetween the wild, unkept bushes.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a human leaving south.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
Eran has arrived from the west.
A shadow stallion has arrived from the west.
n
* S HP:Critical MV:Winded > kill light
They aren't here.
* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
A warhorse is here, stamping his feet impatiently.
Eran has arrived from the south.
A shadow stallion has arrived from the south.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
kill light
kill light
A shadow stallion stops following Eran.
Eran starts riding a shadow stallion.
They aren't here.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
They aren't here.
kill light
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > They aren't here.
* S HP:Critical MV:Winded > kill light
kill light
Eran pierces a warhorse's body into bloody fragments!
They aren't here.
* S HP:Critical MV:Winded > look
They aren't here.
kill light
* S HP:Critical MV:Winded > kill light
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
*Jayd* is standing here.
Eran the Gray Man is here, fighting a warhorse, riding a shadow stallion.
A trolloc is here commanding a fist of troops.
A warhorse is here, fighting Eran.
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
* S HP:Critical MV:Winded - Jayd: Wounded > You do the best you can!
* S HP:Critical MV:Winded - Jayd: Wounded > You do the best you can!
nded - Jayd: Wounded >
You try to slash *Jayd*, but she deflects the blow.
A Dha'vol trolloc joins your fight!
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
A warhorse tries to hit Eran, but he deflects the blow.
Eran pierces a warhorse's left foot very hard.
change mood wimpy
You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
flee
Correcting map position after fleeing.
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving west.
There are some tracks of a horse leaving west.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > Mood changed to: Wimpy
* S HP:Critical MV:Winded > Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a human leaving south.
*Jayd* is here, fighting a Dha'vol trolloc.
Eran the Gray Man is here, fighting a warhorse, riding a shadow stallion.
A Dha'vol trolloc is here, fighting Jayd.
A warhorse is here, fighting Eran.
* S HP:Critical MV:Winded > w
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving west.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > sc
n
You have 42(405) hit and 110(262) movement points.
You have scored 113372425 experience points and 3088 quest points.
You need 5127575 exp to level and 6912 qp to rank.
You have acquired 76 alt qps to date.
You have amassed 713 Turn points to date, ranking you Reaver Second.
You have played 29 days and 4 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
* S HP:Critical MV:Winded > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
o S HP:Critical MV:Winded > cha wimp 33
s
You will now flee if you go below 33 hit points.
kill light
o S HP:Critical MV:Winded > kill light
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > You try to slash *Jayd*, but she parries successfully.
* S HP:Critical MV:Winded - Jayd: Wounded > e
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
You do the best you can!
kill light
* S HP:Critical MV:Winded - Jayd: Wounded > No way! You're fighting for your life!
* S HP:Critical MV:Winded - Jayd: Wounded > bash
You do the best you can!
* S HP:Critical MV:Winded - Jayd: Wounded > change mood wimpy
flee
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!yd: Wounded >
nar fence
*Jayd* pierces your body.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc joins your fight!
A wolfish trolloc joins your fight!
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A hideous trolloc joins your fight!
You flee head over heels.
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
Correcting map position after fleeing.
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
You narrate 'fence'
o S HP:Critical MV:Winded > 11
[k h.light]
They aren't here.
o S HP:Critical MV:Winded > 11
11
[k h.light]
They aren't here.
o S HP:Critical MV:Winded > [k h.light]
They aren't here.
o S HP:Critical MV:Winded > 11
*Jayd* has arrived from the south.
* S HP:Critical MV:Winded > [k h.light]
You try to slash *Jayd*, but she deflects the blow.
* S HP:Critical MV:Winded - Jayd: Wounded > s
11
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A Dhai'mon trolloc joins your fight!
A Dhai'mon trolloc joins a Dhai'mon trolloc's fight!
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
*Jayd* barely pierces your body.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!
flee
You flee head over heels.
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
Correcting map position after fleeing.
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a horse leaving south.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Draz.
A wolfish trolloc is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > [k h.light]
They aren't here.
* S HP:Critical MV:Winded > close door north
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
*Draz* is here, fighting a hideous trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Draz.
A wolfish trolloc is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A cringing trolloc whelp is here, fighting Draz.
A hideous trolloc is here, fighting Draz.
* S HP:Critical MV:Winded > Ok.
*Draz* leaves south riding a warhorse.
* S HP:Critical MV:Winded > s
A Trolloc Camp
The trees of the forest break a little here as they make room for an overgrown
thicket. The bushes and shrubs that grow small and short to the north, run wild
here, their branches and leaves entangled and intertwined. Thorny branches and
the dense undergrowth make movement through the thicket difficult for all but
small animals that can dart through the openings in the branches.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a horse leaving east.
There are some tracks of a humanoid leaving north.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > n
n
In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
* S HP:Critical MV:Winded > The fence seems to be closed.
doorName is now set as: fence
* S HP:Critical MV:Winded > open door north
The fence is opened from the other side.
* S HP:Critical MV:Winded > n
kill light
It's already open!
* S HP:Critical MV:Winded > Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
*Jayd* is here, fighting a cringing trolloc whelp.
A cringing trolloc whelp is here, fighting Jayd.
A cringing trolloc whelp is here, fighting Jayd.
A cringing trolloc whelp is here, fighting Jayd.
A Dhai'mon trolloc is here, fighting Jayd.
A Dhai'mon trolloc is here, fighting Jayd.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Jayd* panics, and attempts to flee!
* S HP:Critical MV:Weary > You try to slash *Jayd*, but she parries successfully.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded > close door south
You try to slash *Jayd*, but she deflects the blow.
A Dha'vol trolloc joins your fight!
A Dhai'mon trolloc tries to hack Jayd, but she deflects the blow.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded > Ok.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Battered - Jayd: Wounded >
A Dha'vol trolloc tries to cleave Jayd, but she parries successfully.
You slash *Jayd*'s right leg very hard.
*Jayd* pierces a cringing trolloc whelp's body very hard.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc hacks Jayd's right arm.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > open door south
f
Ok.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > PANIC! You couldn't escape!
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > f
Eran has arrived from the south, riding a shadow stallion.
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered > PANIC! You couldn't escape!
* S HP:Critical MV:Weary - a cringing trolloc whelp: Beaten - Jayd: Battered >
A Dha'vol trolloc tries to cleave Jayd, but she deflects the blow.
You slash *Jayd*'s body extremely hard.
*Jayd* pierces a cringing trolloc whelp's left arm into bloody fragments!
A cringing trolloc whelp is dead! R.I.P.
Your blood freezes as you hear a cringing trolloc whelp's death cry.
A Dhai'mon trolloc tries to hack Jayd, but she parries successfully.
A Dhai'mon trolloc hacks Jayd's body.
A cringing trolloc whelp tries to hit Jayd, but she deflects the blow.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
*Jayd* pierces a Dhai'mon trolloc's right arm hard.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Scratched - Jayd: Battered > close door south
Eran closes the fence.
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Scratched - Jayd: Battered > change mood berserk
b
Eran tries to pierce *Jayd*, but she parries successfully.
Mood changed to: Berserk
[bash ] ary - a Dhai'mon trolloc: Scratched - Jayd: Battered >
=
*Jayd* panics, and attempts to flee!
*
Eran pierces *Jayd*'s body.
*Jayd* pierces a Dhai'mon trolloc's body very hard.
A Dha'vol trolloc tries to cleave Jayd, but she deflects the blow.
A Dhai'mon trolloc barely hacks Jayd's body.
A Dhai'mon trolloc hacks Jayd's body.
A cringing trolloc whelp tries to hit Jayd, but she dodges the attack.
Jayd swiftly dodges a cringing trolloc whelp's attempt to hit her.
*
*Jayd* pierces a Dhai'mon trolloc's right arm.
=
Your bash at *Jayd* sends her sprawling!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
The fence is opened from the other side.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
Eran closes the fence.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Battered >
Eran pierces *Jayd*'s left leg hard.
A Dha'vol trolloc cleaves Jayd's left leg.
You slash *Jayd*'s left foot very hard.
A Dhai'mon trolloc hacks Jayd's right arm.
A Dhai'mon trolloc hacks Jayd's body hard.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
A cringing trolloc whelp tries to hit Jayd, but she parries successfully.
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Beaten > close door south
close door south
close door south
It's already closed!
close door south
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Beaten > Eran pierces *Jayd*'s body very hard.
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
It's already closed!
close door south
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
It's already closed!
* S HP:Critical MV:Weary - a Dhai'mon trolloc: Hurt - Jayd: Critical > close door south
Eran pierces *Jayd*'s body hard.
A Dha'vol trolloc cleaves Jayd's left leg hard.
You slash *Jayd*'s head into bloody fragments!
*Jayd* panics, and attempts to flee!
A Dhai'mon trolloc hacks Jayd's body.
*Jayd* is mortally wounded, and will die soon, if not aided.
A Dhai'mon trolloc hacks Jayd's head hard.
*Jayd* is dead! R.I.P.
Your blood freezes as you hear *Jayd*'s death cry.
It's already closed!
o S HP:Critical MV:Weary > open door south
s
Ok.
kill light
o S HP:Critical MV:Weary > In Front Of The Dark Tower
You are standing in front of an old, apparently abandoned watchtower, the
one that you have been seeing glimpses of from the road. You get a chill
feeling as you look up at the big gray mass that looms up above you. Bits
and pieces of gray masonry have fallen away from the tower, and you see an
especially big piece half embedded in the ground. The entrance to the tower
looks like a black mouth, and the door has long rotted away. A dark path
leads east from here, heavily shadowed by the trees that loom over it.
Another path leads south from here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
*Draz* is standing here, riding a warhorse.
A wolfish trolloc is here, howling for blood.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A hideous trolloc is here, in a world of hurt.
Eran has arrived from the north, riding a shadow stallion.
*Draz* leaves north riding a warhorse.
* S HP:Critical MV:Weary > They aren't here.
* S HP:Critical MV:Weary > n
kill light
Stallion Pen
Blackened and twisted trees rise all around you, but the ground has grass
on it, a good place for mounts to rest. The gate to the south can even be
closed, preventing them running away. A large tower looms in the southwest,
an excellent place to look out over most of the northern countryside.
[ obvious exits: S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving south.
The corpse of Jayd is lying here.
The corpse of a cringing trolloc whelp is lying here.
*Draz* is standing here, riding a warhorse.
A cringing trolloc whelp cowers before you.
A cringing trolloc whelp cowers before you.
A trolloc is here ruling a group of trollocs.
A trolloc is here ruling a group of trollocs.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Eran has arrived from the south, riding a shadow stallion.
* S HP:Critical MV:Weary > close door south
kill light
Eran gets seventeen gold crowns from the corpse of Jayd.
Eran gets a pair of gleaming metal boots from the corpse of Jayd.
Eran gets a pair of thick, gold-plated greaves from the corpse of Jayd.
Eran gets a small purse from the corpse of Jayd.
Eran gets a soft leather pouch from the corpse of Jayd.
Eran gets a belt with a buckle of cuendillar from the corpse of Jayd.
Eran gets a silver-winged basilard from the corpse of Jayd.
Eran gets a silver etched shield from the corpse of Jayd.
Eran gets a silver Kandori wristcuff from the corpse of Jayd.
Eran gets a silver Kandori wristcuff from the corpse of Jayd.
Eran gets a sturdy pair of full leather gauntlets from the corpse of Jayd.
Eran gets a pair of polished, gold-plated vambraces from the corpse of Jayd.
Eran gets a black, silver-embroidered cape from the corpse of Jayd.
Eran gets an engraved gold-plated breastplate from the corpse of Jayd.
Eran gets a shimmering pendant of obsidian from the corpse of Jayd.
Eran gets a shimmering pendant of obsidian from the corpse of Jayd.
Eran gets a gold-chased morion with an engraved silver comb from the corpse of Jayd.
Eran gets a gold ring from the corpse of Jayd.
Eran gets a gold ring from the corpse of Jayd.
Eran gets a brass storm lantern from the corpse of Jayd.
You slash *Draz*'s right arm hard.
* S HP:Critical MV:Weary - Draz: Critical > *Draz* scythes your right leg hard.
You wish that your wounds would stop BLEEDING so much!
A Dha'vol trolloc joins your fight!
A cringing trolloc whelp joins your fight!
A cringing trolloc whelp joins a cringing trolloc whelp's fight!
A Dhai'mon trolloc joins your fight!
A Dhai'mon trolloc joins a Dhai'mon trolloc's fight!
You slash *Draz*'s right leg very hard.
Ok.
* S HP:Critical MV:Weary - Draz: Critical > Eran pierces *Draz*'s right leg hard.
You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > close door south
kill light
TICK IN 5 SECONDS.
close door south
It's already closed!
* S HP:Critical MV:Weary - Draz: Critical > You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > kill light
It's already closed!
close door south
* S HP:Critical MV:Weary - Draz: Critical > You do the best you can!
* S HP:Critical MV:Weary - Draz: Critical > kill light
close door south
Eran pierces *Draz*'s body.
*Draz* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Draz*'s death cry.
It's already closed!
o S HP:Critical MV:Weary > close door south
They aren't here.
kill light
o S HP:Critical MV:Weary > It's already closed!
o S HP:Critical MV:Weary > It's already closed!
o S HP:Critical MV:Weary > They aren't here.
o S HP:Critical MV:Weary > g
sca
Eran gets a pair of wicker panniers from the corpse of Draz.
Eran gets a wide leather wristband from the corpse of Draz.
Eran gets a wide leather wristband from the corpse of Draz.
Eran gets a vial filled with a dark red liquid from the corpse of Draz.
Eran gets a vial filled with a vivid blue liquid from the corpse of Draz.
Eran gets a lantern from the corpse of Draz.
Eran gets a lantern from the corpse of Draz.
Eran gets a pair of light, well-oiled leather boots from the corpse of Draz.
Eran gets a set of loose cloth breeches from the corpse of Draz.
Eran gets a finely-tailored white shirt from the corpse of Draz.
Eran gets a light brown hood of finely-spun cloth from the corpse of Draz.
Eran gets a few stalks of yellow broomweed from the corpse of Draz.
Eran gets a potato from the corpse of Draz.
Eran gets a throwing spike from the corpse of Draz.
Eran gets a pair of gleaming metal boots from the corpse of Draz.
Eran gets a pair of thick, gold-plated greaves from the corpse of Draz.
Eran gets a belt with a buckle of cuendillar from the corpse of Draz.
Eran gets a wicked knife bladed axe from the corpse of Draz.
Eran gets a sungwood bracelet from the corpse of Draz.
o S HP:Critical MV:Weary > [get all corpse]
You get a silver etched shield from the corpse of Draz.
You get a sungwood bracelet from the corpse of Draz.
You get a sturdy pair of full leather gauntlets from the corpse of Draz.
You get a pair of polished, gold-plated vambraces from the corpse of Draz.
You get a backpack from the corpse of Draz.
You get a black, silver-embroidered cape from the corpse of Draz.
a hauberk of steel chainmail: You can't take that!
You get a weathered, storm-gray gorget from the corpse of Draz.
You get a weathered, storm-gray gorget from the corpse of Draz.
You get a gold-chased morion with an engraved silver comb from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get a jade signet ring from the corpse of Draz.
You get an oilstone from the corpse of Draz.
You get a brass storm lantern from the corpse of Draz.
o S HP:Critical MV:Weary > You lean over and sever the bloody head from the corpse of Draz.
o S HP:Critical MV:Weary > scal 2.corpse
Eran narrates 'excellent'
o S HP:Critical MV:Weary > You lean over and sever the bloody head from the corpse of Jayd.
o S HP:Critical MV:Weary >
Your heartbeat calms down more as you feel less panicked.
Timer now at 63 secs.
o S HP:Critical MV:Winded > i
where
You are carrying:
the severed head of Draz the Human slain in Shienar
the severed head of Jayd the Human slain in Shienar
a brass storm lantern
an oilstone
[2] a jade signet ring
a gold-chased morion with an engraved silver comb
[2] a weathered, storm-gray gorget
a black, silver-embroidered cape
a backpack
a pair of polished, gold-plated vambraces
a sturdy pair of full leather gauntlets
a sungwood bracelet
a silver etched shield
o S HP:Critical MV:Winded > change mood wimpy
Players in your Zone
--------------------
Eran - Stallion Pen
Rakkard - Stallion Pen
change mood wimpy
o S HP:Critical MV:Winded > change mood wimpy
You try to calm down, but can't.
o S HP:Critical MV:Winded > You try to calm down, but can't.
o S HP:Critical MV:Winded > sc
You try to calm down, but can't.
o S HP:Critical MV:Winded > You have 35(405) hit and 124(262) movement points.
You have scored 114388103 experience points and 3088 quest points.
You need 4111897 exp to level and 6912 qp to rank.
You have acquired 77 alt qps to date.
You have amassed 743 Turn points to date, ranking you Reaver Second.
You have played 29 days and 4 hours (real time).
This ranks you as Rakkard the Great Darkling [Dha'vol 8] (Level 51).
You are standing.
o S HP:Critical MV:Winded > nar tada
You narrate 'tada'
o S HP:Critical MV:Winded > nar 35hps after tic
change mood wimpy
You narrate '35hps after tic'
-
- Posts: 8
- Joined: Wed Jan 05, 2022 10:03 pm
Re: Crit kills
A very close fight!
18:36:02.640 * S HP:Beaten MV:Strong >
18:36:03.034 e
18:36:03.275 n
18:36:03.505 Near the Edge of the Blighted Forest
18:36:03.505 A thick growth of trees and bushes dominates the area completely, and the
18:36:03.505 ground is covered with dead, leaves and moss. The vegetation isn't quite
18:36:03.511 dead but hope seems far away. Heading north one comes to the edge of the
18:36:03.518 forest and to the east, south, and west the forest keeps on dominating the
18:36:03.518 landscape.
18:36:03.518 [ obvious exits: N E S W ]
18:36:03.518 Zone: Decayed Forest
18:36:03.518 There are some bloody traces of a TROLLOC leaving west. <<
18:36:03.523 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.527 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.533 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:03.537 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:03.541 A sickly, skinny deer stands here in a daze.
18:36:03.544 A black snake is here, lying on a rock.
18:36:03.546 A mole is here, looking sickly.
18:36:03.647 * S HP:Beaten MV:Strong >
18:36:03.754 Edge of the Blighted Forest
18:36:03.755 A shadow-filled scene spreads out here. Evil reaches out south over a
18:36:03.760 blighted forest and infects its very heart. The vegetation looks dead and
18:36:03.766 beyond rescue. A sharp smell of decaying meat and leaves hangs in the air.
18:36:03.773 To the south a thick population of trees and dried-up bushes seize the
18:36:03.773 landscape.
18:36:03.774 [ obvious exits: N S ]
18:36:03.774 Zone: Decayed Forest
18:36:03.774 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.779 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:03.783 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:03.787 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:03.791 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:03.796 *Brooks* is standing here, riding a bloodstock stallion.
18:36:03.800 A snake is crawling through the water here.
18:36:03.803 A raven is here flying around.
18:36:03.804 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.812 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.820 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.905 * S HP:Beaten MV:Strong >
18:36:04.018 x
18:36:04.202 x
18:36:04.509 [k 1.light]
18:36:04.509 You try to pound *Brooks*, but he deflects the blow.
18:36:04.648 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:04.754 [k 1.light]
18:36:04.755 You do the best you can!
18:36:04.804 bas
18:36:04.893 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:05.366 *Brooks* slashes your body.
18:36:05.370 You wish that your wounds would stop BLEEDING so much!
18:36:05.371 A raven now follows Brooks.
18:36:05.372 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:05.378 The blighted tree joins the blighted tree's fight!
18:36:05.379 The blighted tree joins the blighted tree's fight!
18:36:05.379 You pound *Brooks*'s body.
-=+
18:36:06.376 *Brooks* panics, and attempts to flee!
**+
18:36:07.369 *Brooks* panics, and attempts to flee!
=-
18:36:07.879 *Brooks* leaves south riding a bloodstock stallion. vv
-=
18:36:08.618 They're not here anymore!
18:36:08.646 * S HP:Beaten MV:Strong >
18:36:08.970 x
18:36:09.154 x
18:36:09.314 x
18:36:09.505 [k 1.light]
18:36:09.505 They aren't here.
18:36:09.533 x
18:36:09.674 * S HP:Beaten MV:Strong >
18:36:09.755 [k 1.light]
18:36:09.755 They aren't here.
18:36:09.818 x
18:36:09.890 * S HP:Beaten MV:Strong >
18:36:10.005 [k 1.light]
18:36:10.005 They aren't here.
18:36:10.006 *Brooks* has arrived from the south, riding a bloodstock stallion.
18:36:10.143 * S HP:Beaten MV:Strong >
18:36:10.256 [k 1.light]
18:36:10.257 You try to pound *Brooks*, but he deflects the blow.
18:36:10.322 sc
18:36:10.401 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:10.505 [k 1.light]
18:36:10.505 You do the best you can!
18:36:10.643 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:10.754 HP:Beaten MP:Strong
18:36:10.755 You have scored 116009781 experience points and 157 quest points.
18:36:10.760 You need 2490219 exp to level and 243 qp to rank.
18:36:10.764 You have played 17 days and 8 hours (real time).
18:36:10.767 This ranks you as Pandimonium the Abhorrent Dogface [Ahf'frait 5] (Level 51).
18:36:10.784 You are fighting Brooks.
18:36:10.850 cmb
18:36:10.899 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:11.099 bas
18:36:11.784 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:11.790 The blighted tree joins the blighted tree's fight!
18:36:11.790 The blighted tree joins the blighted tree's fight!
18:36:11.791 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:11.797 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:11.802 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:11.808 You pound *Brooks*'s left arm hard.
18:36:11.810 [change mood brave]
18:36:11.810 Mood changed to: Brave
18:36:11.925 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:12.172 -=+**+
18:36:14.396 =
18:36:14.396 *Brooks* sends you sprawling with a powerful bash!
18:36:14.397 You wish that your wounds would stop BLEEDING so much!
18:36:14.423 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:14.784 The blighted tree tickles Brooks's body with its hit.
18:36:14.788 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:14.794 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:14.800 *Brooks* slashes your body.
18:36:14.801 You wish that your wounds would stop BLEEDING so much!
18:36:14.926 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:15.538 bas
18:36:17.784 The blighted tree barely hits Brooks's body.
18:36:17.787 The blighted tree barely hits Brooks's body.
18:36:17.790 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:17.796 *Brooks* slashes your right leg hard.
18:36:17.799 You wish that your wounds would stop BLEEDING so much!
18:36:17.921 * S HP:Critical MV:Fresh - Brooks: Beaten >
18:36:20.671
18:36:20.899 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:20.905 The blighted tree tickles Brooks's body with its hit.
18:36:20.909 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:20.915 *Brooks* slashes your body.
18:36:20.916 You wish that your wounds would stop BLEEDING so much!
-=+*
18:36:22.006 A sickly, blighted deer has arrived from the south.
*+=- -
18:36:24.001 =
18:36:24.002 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:24.008 The blighted tree barely hits Brooks's body.
18:36:24.010 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:24.016 *Brooks* slashes your body.
18:36:24.018 You wish that your wounds would stop BLEEDING so much!
18:36:24.019 You pound *Brooks*'s right leg.
18:36:24.020 As *Brooks* avoids your bash, you topple over and fall to the ground!
18:36:24.048 * S HP:Critical MV:Fresh - Brooks: Critical >
18:36:25.402 cmw
18:36:26.050 f
18:36:26.888 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:26.894 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:26.900 The blighted tree barely hits Brooks's left leg.
18:36:26.904 *Brooks* panics, and attempts to flee!
18:36:26.904 You pound *Brooks*'s body hard.
18:36:26.906 *Brooks* panics, and attempts to flee!
18:36:26.906 [change mood wimpy]
18:36:26.906 Mood changed to: Wimpy
18:36:27.028 * S HP:Critical MV:Fresh - Brooks: Critical >
18:36:27.251 You panic and attempt to flee!
18:36:27.252 *Brooks* leaves south riding a bloodstock stallion. vv
18:36:27.388 You flee head over heels.
18:36:27.389 Near the Edge of the Blighted Forest
18:36:27.389 A thick growth of trees and bushes dominates the area completely, and the
18:36:27.389 ground is covered with dead, leaves and moss. The vegetation isn't quite
18:36:27.395 dead but hope seems far away. Heading north one comes to the edge of the
18:36:27.400 forest and to the east, south, and west the forest keeps on dominating the
18:36:27.400 landscape.
18:36:27.400 [ obvious exits: N E S W ]
18:36:27.400 Zone: Decayed Forest
18:36:27.401 There are some bloody traces of a TROLLOC leaving west. <<
18:36:27.405 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:27.410 There are some bloody traces of a TROLLOC leaving south. vv
18:36:27.414 There are some bloody traces of a TROLLOC leaving south. vv
18:36:27.420 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:27.424 *Brooks* is standing here, riding a bloodstock stallion.
18:36:27.428 A black snake is here, lying on a rock.
18:36:27.431 A mole is here, looking sickly.
18:36:27.527 * S HP:Critical MV:Full >
18:36:27.802 s
18:36:27.888 *Brooks* barely slashes your left leg.
18:36:27.890 You wish that your wounds would stop BLEEDING so much!
18:36:27.994 s
18:36:28.042 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.138 No way! You're fighting for your life!
18:36:28.281 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.388 No way! You're fighting for your life!
18:36:28.527 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.570 f
18:36:29.249 You panic and attempt to flee!
18:36:29.888 You try to pound *Brooks*, but he parries successfully.
18:36:29.892 *Brooks* slashes your body.
18:36:29.893 You wish that your wounds would stop BLEEDING so much!
18:36:29.894 You flee head over heels.
18:36:29.895 Blighted Forest
18:36:29.895 Some smaller trees stand together by a large boulder. They seem to be only
18:36:29.902 a few years old, yet they have stood here for decades. When the greater
18:36:29.909 evil came to these parts of the world all growth seems to have been halted
18:36:29.909 immediately, making the trees just as lifeless as the boulder next to them.
18:36:29.917 Some larger trees stand to the east and west.
18:36:29.920 [ obvious exits: E W ]
18:36:29.920 Zone: Decayed Forest
18:36:29.921 There are some bloody traces of a TROLLOC leaving east. >>
18:36:29.925 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.929 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.933 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:29.937 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.942 A sickly, skinny deer stands here in a daze.
18:36:29.944 A vulture is here, sitting by a carcass.
18:36:29.947 A bearlike lump of rotten flesh lumbers around in here.
18:36:30.034 * S HP:Critical MV:Full >
18:36:30.434 w
18:36:30.658 s
18:36:30.794 s
18:36:30.887 Blighted Forest
18:36:30.888 The trees seem to stand further apart here just to suddenly make a wide
18:36:30.888 turn around some sort of opening in the forest. The opening looks peaceful
18:36:30.894 and therefore stands in great contrast to the rest of the forest. The
18:36:30.901 blighted forest is growing in the east, and moving to the south a quite
18:36:30.902 wide and long pass can be seen, leading through the thick population of
18:36:30.902 bushes and trees.
18:36:30.903 [ obvious exits: E S ]
18:36:30.903 Zone: Decayed Forest
18:36:30.903 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.907 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.911 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.915 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:30.919 There are some tracks of an animal leaving east.
18:36:30.997 * S HP:Critical MV:Full >
18:36:31.137 A Pass in the Blighted Forest
18:36:31.137 This pass leads through the dense forest right next to the foot of a
18:36:31.138 mountain. A steep slope leads up the mountain to the west. A mild breeze of
18:36:31.145 air runs through the pass, occationally bumping into the mountain on its
18:36:31.145 way. To the north and south the blighted forest can be seen, and just west
18:36:31.146 of here is a slope.
18:36:31.147 [ obvious exits: N S W ]
18:36:31.147 Zone: Decayed Forest
18:36:31.147 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.151 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.155 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:31.160 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:31.164 There are some tracks of an animal leaving north.
18:36:31.275 * S HP:Critical MV:Full >
18:36:31.388 Around the Mountain
18:36:31.388 This pass right next to the mountain fills up with trees and slowly dies
18:36:31.389 away to the south where the forest dominates. The foot of the mountain
18:36:31.394 curves itself slightly at the end of the pass and disappears around a bend
18:36:31.395 to the west. Looking up, one can see the mountain stand tall many hundred
18:36:31.397 feet above. East the forest grows thicker. To the west the foot of the
18:36:31.402 mountain curves and north is a pass next to the mountain.
18:36:31.407 [ obvious exits: N E W ]
18:36:31.407 Zone: Decayed Forest
18:36:31.407 There are some bloody traces of a TROLLOC leaving west. <<
18:36:31.412 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.416 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.420 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:31.424 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:31.428 A sickly, skinny deer stands here in a daze.
18:36:31.521 * S HP:Critical MV:Full >
18:36:31.552 e
18:36:31.674 e
18:36:32.019 sc
18:36:32.061 The Blighted Forest
18:36:32.061 The trees here have so many branches that one can't see the sky even though
18:36:32.061 the leaves of the trees have fallen off a long time ago. Some branches
18:36:32.068 almost seem to grow together into one, linking the trees into large groups.
18:36:32.075 The large blighted forest continues in all directions.
18:36:32.079 [ obvious exits: E S W ]
18:36:32.079 Zone: Decayed Forest
18:36:32.080 There are some bloody traces of a TROLLOC leaving east. >>
18:36:32.084 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.088 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:32.092 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:32.096 There are some tracks of an animal leaving west.
18:36:32.099 A squirrel is here, chittering.
18:36:32.197 * S HP:Critical MV:Full >
18:36:32.311 Among the Blighted Trees
18:36:32.311 Among these trees one can hear examples of the noises of the blighted
18:36:32.312 forest. There are many bizarre growls, squeaks and snarls cried out by the
18:36:32.313 twisted creatures that live here. To the south is a large, empty area, to
18:36:32.318 the north a large tree sticks out from the rest and west the forest
18:36:32.318 captures the view.
18:36:32.318 [ obvious exits: N S W ]
18:36:32.318 Zone: Decayed Forest
18:36:32.319 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.323 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:32.327 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.332 There are some bloody traces of a HUMAN leaving north. ^^
18:36:32.336 There are some bloody traces of a HUMAN leaving north. ^^
18:36:32.444 * S HP:Critical MV:Full >
18:36:32.560 You have 16(376) hit and 253(267) movement points.
18:36:32.564 You have scored 116012865 experience points and 157 quest points.
18:36:32.570 You need 2487135 exp to level and 243 qp to rank.
18:36:32.574 You have played 17 days and 8 hours (real time).
18:36:32.577 This ranks you as Pandimonium the Abhorrent Dogface [Ahf'frait 5] (Level 51).
18:36:32.594 You are standing.
18:36:32.695 * S HP:Critical MV:Full >
18:36:32.978 n
18:36:33.163 x
18:36:33.310 The Blighted Woods
18:36:33.311 Among the other trees an enourmous one stretches up towards the sky. Its
18:36:33.318 stout roots seem to push all the other trees away from it so that they
18:36:33.318 alone can deplete the ground of what little nourishment is left. Arm-like
18:36:33.325 branches reach out over the other trees. Some of the lower ones have
18:36:33.330 corpses hanging in them. Exits are east, north and south into the forest.
18:36:33.337 [ obvious exits: N E S W ]
18:36:33.337 Zone: Decayed Forest
18:36:33.337 Door west: deadroots
18:36:33.338 There are some bloody traces of a TROLLOC leaving east. >>
18:36:33.342 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:33.346 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:33.350 There are some bloody traces of a TROLLOC leaving east. >>
18:36:33.355 There are some bloody traces of a TROLLOC leaving west. <<
18:36:33.359 A mole is here, looking sickly.
18:36:33.361 A trolloc is here commanding a fist of troops.
18:36:33.364 A tall, ramshorned trolloc is here, commanding.
18:36:33.367 A hooded myrddraal, brooding in the shadows, slowly faces you.
18:36:33.401 x
18:36:33.456 * S HP:Critical MV:Full >
18:36:33.457 x
18:36:33.561 [k 1.light]
18:36:33.561 They aren't here.
18:36:33.614 x
18:36:33.704 * S HP:Critical MV:Full >
18:36:33.754 x
18:36:33.812 [k 1.light]
18:36:33.812 They aren't here.
18:36:33.947 * S HP:Critical MV:Full >
18:36:33.984 x
18:36:34.060 [k 1.light]
18:36:34.060 They aren't here.
18:36:34.146 x
18:36:34.201 * S HP:Critical MV:Full >
18:36:34.298 x
18:36:34.323 [k 1.light]
18:36:34.323 They aren't here.
18:36:34.419 * S HP:Critical MV:Full >
18:36:34.588 [k 1.light]
18:36:34.588 They aren't here.
18:36:34.730 * S HP:Critical MV:Full >
18:36:34.838 [k 1.light]
18:36:34.838 They aren't here.
18:36:34.975 * S HP:Critical MV:Full >
18:36:35.002 cmbb
18:36:35.087 [k 1.light]
18:36:35.088 They aren't here.
18:36:35.186 x
18:36:35.236 * S HP:Critical MV:Full >
18:36:35.338 [k 1.light]
18:36:35.338 They aren't here.
18:36:35.388 x
18:36:35.485 * S HP:Critical MV:Full >
18:36:35.562 x
18:36:35.588 [change mood berserk]
18:36:35.588 Mood changed to: Berserk <====16 hps? time for the time honored technique of zerk, spam, and pray
18:36:35.685 * S HP:Critical MV:Full >
18:36:35.746 x
18:36:35.839 [k 1.light]
18:36:35.840 They aren't here.
18:36:35.922 x
18:36:35.986 * S HP:Critical MV:Full >
18:36:36.087 [k 1.light]
18:36:36.088 They aren't here.
18:36:36.112 x
18:36:36.224 * S HP:Critical MV:Full >
18:36:36.250 x
18:36:36.337 [k 1.light]
18:36:36.338 They aren't here.
18:36:36.418 x
18:36:36.479 * S HP:Critical MV:Full >
18:36:36.588 [k 1.light]
18:36:36.588 They aren't here.
18:36:36.612 x
18:36:36.708 * S HP:Critical MV:Full >
18:36:36.787 x
18:36:36.837 [k 1.light]
18:36:36.838 They aren't here.
18:36:36.970 x
18:36:37.017 * S HP:Critical MV:Full >
18:36:37.090 [k 1.light]
18:36:37.090 They aren't here.
18:36:37.138 x
18:36:37.263 * S HP:Critical MV:Full >
18:36:37.314 x
18:36:37.359 [k 1.light]
18:36:37.360 They aren't here.
18:36:37.383 * S HP:Critical MV:Full >
18:36:37.522 x
18:36:37.587 [k 1.light]
18:36:37.588 They aren't here.
18:36:37.690 x
18:36:37.764 * S HP:Critical MV:Full >
18:36:37.838 [k 1.light]
18:36:37.838 They aren't here.
18:36:37.887 x
18:36:37.975 * S HP:Critical MV:Full >
18:36:38.058 x
18:36:38.088 [k 1.light]
18:36:38.088 They aren't here.
18:36:38.185 * S HP:Critical MV:Full >
18:36:38.258 x
18:36:38.337 [k 1.light]
18:36:38.338 They aren't here.
18:36:38.426 x
18:36:38.481 * S HP:Critical MV:Full >
18:36:38.590 [k 1.light]
18:36:38.591 They aren't here.
18:36:38.591 *Brooks* has arrived from the south, riding a bloodstock stallion.
18:36:38.623 x
18:36:38.735 * S HP:Critical MV:Full >
18:36:38.802 x
18:36:38.838 [k 1.light]
18:36:38.839 You try to pound *Brooks*, but he deflects the blow.
18:36:38.957 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.088 *Brooks* slashes your body.
18:36:39.090 You wish that your wounds would stop BLEEDING so much!
18:36:39.091 A mole leaves north. ^^
18:36:39.091 A Dha'vol trolloc joins your fight!
18:36:39.092 A ramshorned trolloc joins a Dha'vol trolloc's fight!
18:36:39.092 A hooded myrddraal joins a Dha'vol trolloc's fight!
18:36:39.094 You pound *Brooks*'s body hard.
18:36:39.094 *Brooks* panics, and attempts to flee!
18:36:39.096 *Brooks* tries to flee, but is too exhausted!
18:36:39.096 [k 1.light]
18:36:39.096 You do the best you can!
18:36:39.298 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.389 [k 1.light]
18:36:39.389 You do the best you can!
18:36:39.413 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.590 [k 1.light]
18:36:39.590 You do the best you can!
18:36:39.734 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.786 x
18:36:39.872 [k 1.light]
18:36:39.872 You do the best you can!
18:36:39.898 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.002 x
18:36:40.087 [k 1.light]
18:36:40.088 You do the best you can!
18:36:40.088 *Brooks* panics, and attempts to flee!
18:36:40.089 *Brooks* tries to flee, but is too exhausted!
18:36:40.226 x
18:36:40.273 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.337 [k 1.light]
18:36:40.338 You do the best you can!
18:36:40.394 x
18:36:40.561 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.589 [k 1.light]
18:36:40.589 You do the best you can!
18:36:40.615 x
18:36:40.722 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.818 x
18:36:40.842 [k 1.light]
18:36:40.843 You do the best you can!
18:36:40.939 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.034 x
18:36:41.087 [k 1.light]
18:36:41.088 You do the best you can!
18:36:41.186 x
18:36:41.234 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.337 [k 1.light]
18:36:41.338 You do the best you can!
18:36:41.367 x
18:36:41.485 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.515 x
18:36:41.587 [k 1.light]
18:36:41.588 You do the best you can!
18:36:41.690 x
18:36:41.736 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.840 [k 1.light]
18:36:41.841 You do the best you can!
18:36:41.891 x
18:36:42.004 * S HP:Critical MV:Full - Brooks: Critical >
18:36:42.005 x
18:36:42.154 x
18:36:42.261 A hooded myrddraal slashes Brooks's body.
18:36:42.264 *Brooks* panics, and attempts to flee!
18:36:42.264 *Brooks* tries to flee, but is too exhausted!
18:36:42.264 A ramshorned trolloc tries to cleave Brooks, but he parries successfully.
18:36:42.272 A Dha'vol trolloc tickles Brooks's head with his crush.
18:36:42.276 *Brooks* panics, and attempts to flee! <===== your attack this round likely would've killed me here if you were wimpy 0!
18:36:42.276 You pound *Brooks*'s left hand.
18:36:42.278 *Brooks* is dead! R.I.P.
18:36:42.279 You feel the Weave of the Wheel tighten around you.
18:36:42.283 Three times is the charm!
18:36:42.283 Your blood freezes as you hear *Brooks*'s death cry.
18:36:42.287 [k 1.light]
18:36:42.287 They aren't here.
18:36:42.338 x
18:36:42.398 * S HP:Critical MV:Full >
18:36:42.506 x
18:36:42.530 [k 1.light]
18:36:42.531 They aren't here.
18:36:42.632 * S HP:Critical MV:Full >
18:36:42.763 [k 1.light]
18:36:42.764 They aren't here.
18:36:42.901 * S HP:Critical MV:Full >
18:36:43.012 [k 1.light]
18:36:43.013 They aren't here.
18:36:43.154 * S HP:Critical MV:Full >
18:36:43.261 [k 1.light]
18:36:43.262 They aren't here.
18:36:43.405 * S HP:Critical MV:Full >
18:36:43.511 [k 1.light]
18:36:43.511 They aren't here.
18:36:43.648 * S HP:Critical MV:Full >
18:36:43.761 [k 1.light]
18:36:43.761 They aren't here.
18:36:43.897 * S HP:Critical MV:Full >
18:36:43.962 cmb
18:36:44.011 [k 1.light]
18:36:44.012 They aren't here.
18:36:44.106 cmb
18:36:44.173 * S HP:Critical MV:Full >
18:36:44.242 cmb
18:36:44.273 [k 1.light]
18:36:44.273 They aren't here.
18:36:44.371 * S HP:Critical MV:Full >
18:36:44.395 cmb
18:36:44.512 [k 1.light]
18:36:44.513 They aren't here.
18:36:44.656 * S HP:Critical MV:Full >
18:36:44.761 [k 1.light]
18:36:44.762 They aren't here.
18:36:44.895 * S HP:Critical MV:Full >
18:36:45.011 [k 1.light]
18:36:45.011 They aren't here.
18:36:45.147 * S HP:Critical MV:Full >
18:36:45.264 [change mood brave]
18:36:45.264 Mood changed to: Brave
18:36:45.269 Wimpy retained at: 0 hit points.
18:36:45.419 * S HP:Critical MV:Full >
18:36:45.510 [change mood brave]
18:36:45.511 Mood changed to: Brave
18:36:45.567 scalp corpse
18:36:45.648 * S HP:Critical MV:Full >
18:36:45.761 [change mood brave]
18:36:45.762 Mood changed to: Brave
18:36:45.897 * S HP:Critical MV:Full >
18:36:46.010 [change mood brave]
18:36:46.011 Mood changed to: Brave
18:36:02.640 * S HP:Beaten MV:Strong >
18:36:03.034 e
18:36:03.275 n
18:36:03.505 Near the Edge of the Blighted Forest
18:36:03.505 A thick growth of trees and bushes dominates the area completely, and the
18:36:03.505 ground is covered with dead, leaves and moss. The vegetation isn't quite
18:36:03.511 dead but hope seems far away. Heading north one comes to the edge of the
18:36:03.518 forest and to the east, south, and west the forest keeps on dominating the
18:36:03.518 landscape.
18:36:03.518 [ obvious exits: N E S W ]
18:36:03.518 Zone: Decayed Forest
18:36:03.518 There are some bloody traces of a TROLLOC leaving west. <<
18:36:03.523 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.527 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.533 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:03.537 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:03.541 A sickly, skinny deer stands here in a daze.
18:36:03.544 A black snake is here, lying on a rock.
18:36:03.546 A mole is here, looking sickly.
18:36:03.647 * S HP:Beaten MV:Strong >
18:36:03.754 Edge of the Blighted Forest
18:36:03.755 A shadow-filled scene spreads out here. Evil reaches out south over a
18:36:03.760 blighted forest and infects its very heart. The vegetation looks dead and
18:36:03.766 beyond rescue. A sharp smell of decaying meat and leaves hangs in the air.
18:36:03.773 To the south a thick population of trees and dried-up bushes seize the
18:36:03.773 landscape.
18:36:03.774 [ obvious exits: N S ]
18:36:03.774 Zone: Decayed Forest
18:36:03.774 There are some bloody traces of a TROLLOC leaving south. vv
18:36:03.779 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:03.783 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:03.787 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:03.791 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:03.796 *Brooks* is standing here, riding a bloodstock stallion.
18:36:03.800 A snake is crawling through the water here.
18:36:03.803 A raven is here flying around.
18:36:03.804 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.812 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.820 A black tree with bloated leaves sprouts from the ground, branches quivering.
18:36:03.905 * S HP:Beaten MV:Strong >
18:36:04.018 x
18:36:04.202 x
18:36:04.509 [k 1.light]
18:36:04.509 You try to pound *Brooks*, but he deflects the blow.
18:36:04.648 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:04.754 [k 1.light]
18:36:04.755 You do the best you can!
18:36:04.804 bas
18:36:04.893 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:05.366 *Brooks* slashes your body.
18:36:05.370 You wish that your wounds would stop BLEEDING so much!
18:36:05.371 A raven now follows Brooks.
18:36:05.372 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:05.378 The blighted tree joins the blighted tree's fight!
18:36:05.379 The blighted tree joins the blighted tree's fight!
18:36:05.379 You pound *Brooks*'s body.
-=+
18:36:06.376 *Brooks* panics, and attempts to flee!
**+
18:36:07.369 *Brooks* panics, and attempts to flee!
=-
18:36:07.879 *Brooks* leaves south riding a bloodstock stallion. vv
-=
18:36:08.618 They're not here anymore!
18:36:08.646 * S HP:Beaten MV:Strong >
18:36:08.970 x
18:36:09.154 x
18:36:09.314 x
18:36:09.505 [k 1.light]
18:36:09.505 They aren't here.
18:36:09.533 x
18:36:09.674 * S HP:Beaten MV:Strong >
18:36:09.755 [k 1.light]
18:36:09.755 They aren't here.
18:36:09.818 x
18:36:09.890 * S HP:Beaten MV:Strong >
18:36:10.005 [k 1.light]
18:36:10.005 They aren't here.
18:36:10.006 *Brooks* has arrived from the south, riding a bloodstock stallion.
18:36:10.143 * S HP:Beaten MV:Strong >
18:36:10.256 [k 1.light]
18:36:10.257 You try to pound *Brooks*, but he deflects the blow.
18:36:10.322 sc
18:36:10.401 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:10.505 [k 1.light]
18:36:10.505 You do the best you can!
18:36:10.643 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:10.754 HP:Beaten MP:Strong
18:36:10.755 You have scored 116009781 experience points and 157 quest points.
18:36:10.760 You need 2490219 exp to level and 243 qp to rank.
18:36:10.764 You have played 17 days and 8 hours (real time).
18:36:10.767 This ranks you as Pandimonium the Abhorrent Dogface [Ahf'frait 5] (Level 51).
18:36:10.784 You are fighting Brooks.
18:36:10.850 cmb
18:36:10.899 * S HP:Beaten MV:Strong - Brooks: Beaten >
18:36:11.099 bas
18:36:11.784 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:11.790 The blighted tree joins the blighted tree's fight!
18:36:11.790 The blighted tree joins the blighted tree's fight!
18:36:11.791 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:11.797 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:11.802 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:11.808 You pound *Brooks*'s left arm hard.
18:36:11.810 [change mood brave]
18:36:11.810 Mood changed to: Brave
18:36:11.925 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:12.172 -=+**+
18:36:14.396 =
18:36:14.396 *Brooks* sends you sprawling with a powerful bash!
18:36:14.397 You wish that your wounds would stop BLEEDING so much!
18:36:14.423 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:14.784 The blighted tree tickles Brooks's body with its hit.
18:36:14.788 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:14.794 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:14.800 *Brooks* slashes your body.
18:36:14.801 You wish that your wounds would stop BLEEDING so much!
18:36:14.926 * S HP:Beaten MV:Fresh - Brooks: Beaten >
18:36:15.538 bas
18:36:17.784 The blighted tree barely hits Brooks's body.
18:36:17.787 The blighted tree barely hits Brooks's body.
18:36:17.790 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:17.796 *Brooks* slashes your right leg hard.
18:36:17.799 You wish that your wounds would stop BLEEDING so much!
18:36:17.921 * S HP:Critical MV:Fresh - Brooks: Beaten >
18:36:20.671
18:36:20.899 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:20.905 The blighted tree tickles Brooks's body with its hit.
18:36:20.909 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:20.915 *Brooks* slashes your body.
18:36:20.916 You wish that your wounds would stop BLEEDING so much!
-=+*
18:36:22.006 A sickly, blighted deer has arrived from the south.
*+=- -
18:36:24.001 =
18:36:24.002 The blighted tree tries to hit Brooks, but he deflects the blow.
18:36:24.008 The blighted tree barely hits Brooks's body.
18:36:24.010 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:24.016 *Brooks* slashes your body.
18:36:24.018 You wish that your wounds would stop BLEEDING so much!
18:36:24.019 You pound *Brooks*'s right leg.
18:36:24.020 As *Brooks* avoids your bash, you topple over and fall to the ground!
18:36:24.048 * S HP:Critical MV:Fresh - Brooks: Critical >
18:36:25.402 cmw
18:36:26.050 f
18:36:26.888 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:26.894 The blighted tree tries to hit Brooks, but he parries successfully.
18:36:26.900 The blighted tree barely hits Brooks's left leg.
18:36:26.904 *Brooks* panics, and attempts to flee!
18:36:26.904 You pound *Brooks*'s body hard.
18:36:26.906 *Brooks* panics, and attempts to flee!
18:36:26.906 [change mood wimpy]
18:36:26.906 Mood changed to: Wimpy
18:36:27.028 * S HP:Critical MV:Fresh - Brooks: Critical >
18:36:27.251 You panic and attempt to flee!
18:36:27.252 *Brooks* leaves south riding a bloodstock stallion. vv
18:36:27.388 You flee head over heels.
18:36:27.389 Near the Edge of the Blighted Forest
18:36:27.389 A thick growth of trees and bushes dominates the area completely, and the
18:36:27.389 ground is covered with dead, leaves and moss. The vegetation isn't quite
18:36:27.395 dead but hope seems far away. Heading north one comes to the edge of the
18:36:27.400 forest and to the east, south, and west the forest keeps on dominating the
18:36:27.400 landscape.
18:36:27.400 [ obvious exits: N E S W ]
18:36:27.400 Zone: Decayed Forest
18:36:27.401 There are some bloody traces of a TROLLOC leaving west. <<
18:36:27.405 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:27.410 There are some bloody traces of a TROLLOC leaving south. vv
18:36:27.414 There are some bloody traces of a TROLLOC leaving south. vv
18:36:27.420 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:27.424 *Brooks* is standing here, riding a bloodstock stallion.
18:36:27.428 A black snake is here, lying on a rock.
18:36:27.431 A mole is here, looking sickly.
18:36:27.527 * S HP:Critical MV:Full >
18:36:27.802 s
18:36:27.888 *Brooks* barely slashes your left leg.
18:36:27.890 You wish that your wounds would stop BLEEDING so much!
18:36:27.994 s
18:36:28.042 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.138 No way! You're fighting for your life!
18:36:28.281 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.388 No way! You're fighting for your life!
18:36:28.527 * S HP:Critical MV:Full - Brooks: Critical >
18:36:28.570 f
18:36:29.249 You panic and attempt to flee!
18:36:29.888 You try to pound *Brooks*, but he parries successfully.
18:36:29.892 *Brooks* slashes your body.
18:36:29.893 You wish that your wounds would stop BLEEDING so much!
18:36:29.894 You flee head over heels.
18:36:29.895 Blighted Forest
18:36:29.895 Some smaller trees stand together by a large boulder. They seem to be only
18:36:29.902 a few years old, yet they have stood here for decades. When the greater
18:36:29.909 evil came to these parts of the world all growth seems to have been halted
18:36:29.909 immediately, making the trees just as lifeless as the boulder next to them.
18:36:29.917 Some larger trees stand to the east and west.
18:36:29.920 [ obvious exits: E W ]
18:36:29.920 Zone: Decayed Forest
18:36:29.921 There are some bloody traces of a TROLLOC leaving east. >>
18:36:29.925 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.929 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.933 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:29.937 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:29.942 A sickly, skinny deer stands here in a daze.
18:36:29.944 A vulture is here, sitting by a carcass.
18:36:29.947 A bearlike lump of rotten flesh lumbers around in here.
18:36:30.034 * S HP:Critical MV:Full >
18:36:30.434 w
18:36:30.658 s
18:36:30.794 s
18:36:30.887 Blighted Forest
18:36:30.888 The trees seem to stand further apart here just to suddenly make a wide
18:36:30.888 turn around some sort of opening in the forest. The opening looks peaceful
18:36:30.894 and therefore stands in great contrast to the rest of the forest. The
18:36:30.901 blighted forest is growing in the east, and moving to the south a quite
18:36:30.902 wide and long pass can be seen, leading through the thick population of
18:36:30.902 bushes and trees.
18:36:30.903 [ obvious exits: E S ]
18:36:30.903 Zone: Decayed Forest
18:36:30.903 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.907 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.911 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:30.915 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:30.919 There are some tracks of an animal leaving east.
18:36:30.997 * S HP:Critical MV:Full >
18:36:31.137 A Pass in the Blighted Forest
18:36:31.137 This pass leads through the dense forest right next to the foot of a
18:36:31.138 mountain. A steep slope leads up the mountain to the west. A mild breeze of
18:36:31.145 air runs through the pass, occationally bumping into the mountain on its
18:36:31.145 way. To the north and south the blighted forest can be seen, and just west
18:36:31.146 of here is a slope.
18:36:31.147 [ obvious exits: N S W ]
18:36:31.147 Zone: Decayed Forest
18:36:31.147 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.151 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.155 There are some tracks of a RIDDEN MOUNT leaving south. vv
18:36:31.160 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:31.164 There are some tracks of an animal leaving north.
18:36:31.275 * S HP:Critical MV:Full >
18:36:31.388 Around the Mountain
18:36:31.388 This pass right next to the mountain fills up with trees and slowly dies
18:36:31.389 away to the south where the forest dominates. The foot of the mountain
18:36:31.394 curves itself slightly at the end of the pass and disappears around a bend
18:36:31.395 to the west. Looking up, one can see the mountain stand tall many hundred
18:36:31.397 feet above. East the forest grows thicker. To the west the foot of the
18:36:31.402 mountain curves and north is a pass next to the mountain.
18:36:31.407 [ obvious exits: N E W ]
18:36:31.407 Zone: Decayed Forest
18:36:31.407 There are some bloody traces of a TROLLOC leaving west. <<
18:36:31.412 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.416 There are some tracks of a RIDDEN MOUNT leaving north. ^^
18:36:31.420 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:31.424 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:31.428 A sickly, skinny deer stands here in a daze.
18:36:31.521 * S HP:Critical MV:Full >
18:36:31.552 e
18:36:31.674 e
18:36:32.019 sc
18:36:32.061 The Blighted Forest
18:36:32.061 The trees here have so many branches that one can't see the sky even though
18:36:32.061 the leaves of the trees have fallen off a long time ago. Some branches
18:36:32.068 almost seem to grow together into one, linking the trees into large groups.
18:36:32.075 The large blighted forest continues in all directions.
18:36:32.079 [ obvious exits: E S W ]
18:36:32.079 Zone: Decayed Forest
18:36:32.080 There are some bloody traces of a TROLLOC leaving east. >>
18:36:32.084 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.088 There are some tracks of a RIDDEN MOUNT leaving west. <<
18:36:32.092 There are some tracks of a RIDDEN MOUNT leaving east. >>
18:36:32.096 There are some tracks of an animal leaving west.
18:36:32.099 A squirrel is here, chittering.
18:36:32.197 * S HP:Critical MV:Full >
18:36:32.311 Among the Blighted Trees
18:36:32.311 Among these trees one can hear examples of the noises of the blighted
18:36:32.312 forest. There are many bizarre growls, squeaks and snarls cried out by the
18:36:32.313 twisted creatures that live here. To the south is a large, empty area, to
18:36:32.318 the north a large tree sticks out from the rest and west the forest
18:36:32.318 captures the view.
18:36:32.318 [ obvious exits: N S W ]
18:36:32.318 Zone: Decayed Forest
18:36:32.319 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.323 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:32.327 There are some bloody traces of a TROLLOC leaving west. <<
18:36:32.332 There are some bloody traces of a HUMAN leaving north. ^^
18:36:32.336 There are some bloody traces of a HUMAN leaving north. ^^
18:36:32.444 * S HP:Critical MV:Full >
18:36:32.560 You have 16(376) hit and 253(267) movement points.
18:36:32.564 You have scored 116012865 experience points and 157 quest points.
18:36:32.570 You need 2487135 exp to level and 243 qp to rank.
18:36:32.574 You have played 17 days and 8 hours (real time).
18:36:32.577 This ranks you as Pandimonium the Abhorrent Dogface [Ahf'frait 5] (Level 51).
18:36:32.594 You are standing.
18:36:32.695 * S HP:Critical MV:Full >
18:36:32.978 n
18:36:33.163 x
18:36:33.310 The Blighted Woods
18:36:33.311 Among the other trees an enourmous one stretches up towards the sky. Its
18:36:33.318 stout roots seem to push all the other trees away from it so that they
18:36:33.318 alone can deplete the ground of what little nourishment is left. Arm-like
18:36:33.325 branches reach out over the other trees. Some of the lower ones have
18:36:33.330 corpses hanging in them. Exits are east, north and south into the forest.
18:36:33.337 [ obvious exits: N E S W ]
18:36:33.337 Zone: Decayed Forest
18:36:33.337 Door west: deadroots
18:36:33.338 There are some bloody traces of a TROLLOC leaving east. >>
18:36:33.342 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:33.346 There are some bloody traces of a TROLLOC leaving north. ^^
18:36:33.350 There are some bloody traces of a TROLLOC leaving east. >>
18:36:33.355 There are some bloody traces of a TROLLOC leaving west. <<
18:36:33.359 A mole is here, looking sickly.
18:36:33.361 A trolloc is here commanding a fist of troops.
18:36:33.364 A tall, ramshorned trolloc is here, commanding.
18:36:33.367 A hooded myrddraal, brooding in the shadows, slowly faces you.
18:36:33.401 x
18:36:33.456 * S HP:Critical MV:Full >
18:36:33.457 x
18:36:33.561 [k 1.light]
18:36:33.561 They aren't here.
18:36:33.614 x
18:36:33.704 * S HP:Critical MV:Full >
18:36:33.754 x
18:36:33.812 [k 1.light]
18:36:33.812 They aren't here.
18:36:33.947 * S HP:Critical MV:Full >
18:36:33.984 x
18:36:34.060 [k 1.light]
18:36:34.060 They aren't here.
18:36:34.146 x
18:36:34.201 * S HP:Critical MV:Full >
18:36:34.298 x
18:36:34.323 [k 1.light]
18:36:34.323 They aren't here.
18:36:34.419 * S HP:Critical MV:Full >
18:36:34.588 [k 1.light]
18:36:34.588 They aren't here.
18:36:34.730 * S HP:Critical MV:Full >
18:36:34.838 [k 1.light]
18:36:34.838 They aren't here.
18:36:34.975 * S HP:Critical MV:Full >
18:36:35.002 cmbb
18:36:35.087 [k 1.light]
18:36:35.088 They aren't here.
18:36:35.186 x
18:36:35.236 * S HP:Critical MV:Full >
18:36:35.338 [k 1.light]
18:36:35.338 They aren't here.
18:36:35.388 x
18:36:35.485 * S HP:Critical MV:Full >
18:36:35.562 x
18:36:35.588 [change mood berserk]
18:36:35.588 Mood changed to: Berserk <====16 hps? time for the time honored technique of zerk, spam, and pray
18:36:35.685 * S HP:Critical MV:Full >
18:36:35.746 x
18:36:35.839 [k 1.light]
18:36:35.840 They aren't here.
18:36:35.922 x
18:36:35.986 * S HP:Critical MV:Full >
18:36:36.087 [k 1.light]
18:36:36.088 They aren't here.
18:36:36.112 x
18:36:36.224 * S HP:Critical MV:Full >
18:36:36.250 x
18:36:36.337 [k 1.light]
18:36:36.338 They aren't here.
18:36:36.418 x
18:36:36.479 * S HP:Critical MV:Full >
18:36:36.588 [k 1.light]
18:36:36.588 They aren't here.
18:36:36.612 x
18:36:36.708 * S HP:Critical MV:Full >
18:36:36.787 x
18:36:36.837 [k 1.light]
18:36:36.838 They aren't here.
18:36:36.970 x
18:36:37.017 * S HP:Critical MV:Full >
18:36:37.090 [k 1.light]
18:36:37.090 They aren't here.
18:36:37.138 x
18:36:37.263 * S HP:Critical MV:Full >
18:36:37.314 x
18:36:37.359 [k 1.light]
18:36:37.360 They aren't here.
18:36:37.383 * S HP:Critical MV:Full >
18:36:37.522 x
18:36:37.587 [k 1.light]
18:36:37.588 They aren't here.
18:36:37.690 x
18:36:37.764 * S HP:Critical MV:Full >
18:36:37.838 [k 1.light]
18:36:37.838 They aren't here.
18:36:37.887 x
18:36:37.975 * S HP:Critical MV:Full >
18:36:38.058 x
18:36:38.088 [k 1.light]
18:36:38.088 They aren't here.
18:36:38.185 * S HP:Critical MV:Full >
18:36:38.258 x
18:36:38.337 [k 1.light]
18:36:38.338 They aren't here.
18:36:38.426 x
18:36:38.481 * S HP:Critical MV:Full >
18:36:38.590 [k 1.light]
18:36:38.591 They aren't here.
18:36:38.591 *Brooks* has arrived from the south, riding a bloodstock stallion.
18:36:38.623 x
18:36:38.735 * S HP:Critical MV:Full >
18:36:38.802 x
18:36:38.838 [k 1.light]
18:36:38.839 You try to pound *Brooks*, but he deflects the blow.
18:36:38.957 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.088 *Brooks* slashes your body.
18:36:39.090 You wish that your wounds would stop BLEEDING so much!
18:36:39.091 A mole leaves north. ^^
18:36:39.091 A Dha'vol trolloc joins your fight!
18:36:39.092 A ramshorned trolloc joins a Dha'vol trolloc's fight!
18:36:39.092 A hooded myrddraal joins a Dha'vol trolloc's fight!
18:36:39.094 You pound *Brooks*'s body hard.
18:36:39.094 *Brooks* panics, and attempts to flee!
18:36:39.096 *Brooks* tries to flee, but is too exhausted!
18:36:39.096 [k 1.light]
18:36:39.096 You do the best you can!
18:36:39.298 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.389 [k 1.light]
18:36:39.389 You do the best you can!
18:36:39.413 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.590 [k 1.light]
18:36:39.590 You do the best you can!
18:36:39.734 * S HP:Critical MV:Full - Brooks: Critical >
18:36:39.786 x
18:36:39.872 [k 1.light]
18:36:39.872 You do the best you can!
18:36:39.898 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.002 x
18:36:40.087 [k 1.light]
18:36:40.088 You do the best you can!
18:36:40.088 *Brooks* panics, and attempts to flee!
18:36:40.089 *Brooks* tries to flee, but is too exhausted!
18:36:40.226 x
18:36:40.273 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.337 [k 1.light]
18:36:40.338 You do the best you can!
18:36:40.394 x
18:36:40.561 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.589 [k 1.light]
18:36:40.589 You do the best you can!
18:36:40.615 x
18:36:40.722 * S HP:Critical MV:Full - Brooks: Critical >
18:36:40.818 x
18:36:40.842 [k 1.light]
18:36:40.843 You do the best you can!
18:36:40.939 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.034 x
18:36:41.087 [k 1.light]
18:36:41.088 You do the best you can!
18:36:41.186 x
18:36:41.234 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.337 [k 1.light]
18:36:41.338 You do the best you can!
18:36:41.367 x
18:36:41.485 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.515 x
18:36:41.587 [k 1.light]
18:36:41.588 You do the best you can!
18:36:41.690 x
18:36:41.736 * S HP:Critical MV:Full - Brooks: Critical >
18:36:41.840 [k 1.light]
18:36:41.841 You do the best you can!
18:36:41.891 x
18:36:42.004 * S HP:Critical MV:Full - Brooks: Critical >
18:36:42.005 x
18:36:42.154 x
18:36:42.261 A hooded myrddraal slashes Brooks's body.
18:36:42.264 *Brooks* panics, and attempts to flee!
18:36:42.264 *Brooks* tries to flee, but is too exhausted!
18:36:42.264 A ramshorned trolloc tries to cleave Brooks, but he parries successfully.
18:36:42.272 A Dha'vol trolloc tickles Brooks's head with his crush.
18:36:42.276 *Brooks* panics, and attempts to flee! <===== your attack this round likely would've killed me here if you were wimpy 0!
18:36:42.276 You pound *Brooks*'s left hand.
18:36:42.278 *Brooks* is dead! R.I.P.
18:36:42.279 You feel the Weave of the Wheel tighten around you.
18:36:42.283 Three times is the charm!
18:36:42.283 Your blood freezes as you hear *Brooks*'s death cry.
18:36:42.287 [k 1.light]
18:36:42.287 They aren't here.
18:36:42.338 x
18:36:42.398 * S HP:Critical MV:Full >
18:36:42.506 x
18:36:42.530 [k 1.light]
18:36:42.531 They aren't here.
18:36:42.632 * S HP:Critical MV:Full >
18:36:42.763 [k 1.light]
18:36:42.764 They aren't here.
18:36:42.901 * S HP:Critical MV:Full >
18:36:43.012 [k 1.light]
18:36:43.013 They aren't here.
18:36:43.154 * S HP:Critical MV:Full >
18:36:43.261 [k 1.light]
18:36:43.262 They aren't here.
18:36:43.405 * S HP:Critical MV:Full >
18:36:43.511 [k 1.light]
18:36:43.511 They aren't here.
18:36:43.648 * S HP:Critical MV:Full >
18:36:43.761 [k 1.light]
18:36:43.761 They aren't here.
18:36:43.897 * S HP:Critical MV:Full >
18:36:43.962 cmb
18:36:44.011 [k 1.light]
18:36:44.012 They aren't here.
18:36:44.106 cmb
18:36:44.173 * S HP:Critical MV:Full >
18:36:44.242 cmb
18:36:44.273 [k 1.light]
18:36:44.273 They aren't here.
18:36:44.371 * S HP:Critical MV:Full >
18:36:44.395 cmb
18:36:44.512 [k 1.light]
18:36:44.513 They aren't here.
18:36:44.656 * S HP:Critical MV:Full >
18:36:44.761 [k 1.light]
18:36:44.762 They aren't here.
18:36:44.895 * S HP:Critical MV:Full >
18:36:45.011 [k 1.light]
18:36:45.011 They aren't here.
18:36:45.147 * S HP:Critical MV:Full >
18:36:45.264 [change mood brave]
18:36:45.264 Mood changed to: Brave
18:36:45.269 Wimpy retained at: 0 hit points.
18:36:45.419 * S HP:Critical MV:Full >
18:36:45.510 [change mood brave]
18:36:45.511 Mood changed to: Brave
18:36:45.567 scalp corpse
18:36:45.648 * S HP:Critical MV:Full >
18:36:45.761 [change mood brave]
18:36:45.762 Mood changed to: Brave
18:36:45.897 * S HP:Critical MV:Full >
18:36:46.010 [change mood brave]
18:36:46.011 Mood changed to: Brave