o HP:Battered MV:Tiring > 9
[k light]
They aren't here.
Gully narrates 'he in'
o HP:Battered MV:Tiring > 9
[k light]
They aren't here.
o HP:Battered MV:Tiring > [k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A trolloc is here commanding a fist of troops.
o HP:Battered MV:Tiring > 9
[k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A bearish trolloc is here, fighting Koseir.
*Koseir* is here, fighting a wolfish trolloc.
A Dha'vol trolloc is here, fighting Koseir.
A wolfish trolloc is here, fighting Koseir.
o HP:Battered MV:Tiring > 9
[k light]
You try to blast *Koseir*, but he deflects the blow.
9
o HP:Battered MV:Tiring - a wolfish trolloc: Scratched - Koseir: Scratched > [k light]
You do the best you can!
o HP:Battered MV:Tiring - a wolfish trolloc: Scratched - Koseir: Scratched > b
[k light]
You do the best you can!
o HP:Battered MV:Tiring - a wolfish trolloc: Scratched - Koseir: Scratched > *Koseir* gets a thin vial of yellow fluid from a backpack.
[k light]
You do the best you can!
o HP:Battered MV:Tiring - a wolfish trolloc: Scratched - Koseir: Scratched >
[bash ]
-
=
*Koseir* quaffs a thin vial of yellow fluid.
*Koseir* looks more invigorated and ready to go.
+
*Koseir* panics, and attempts to flee!
*
A bearish trolloc tries to slash Koseir, but he parries successfully.
Koseir swiftly dodges a Dha'vol trolloc's attempt to crush him.
Koseir swiftly dodges a wolfish trolloc's attempt to crush him.*
+
=
*Koseir* leaves west.
Gully leaves west.
You follow Gully.
-
A Dha'vol trolloc leaves west.
A bearish trolloc leaves west.
-cpo=
They're not here anymore!
o HP:Battered MV:Tiring > w
[change posture offensive]
Posture changed to: Offensive
9
o HP:Battered MV:Tiring > 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 trolloc is here commanding a fist of troops.
o HP:Battered MV:Tiring >
*Koseir* has arrived from the north.
o HP:Battered MV:Tiring > *Koseir* slashes your right foot.
[k light]
You do the best you can!
o HP:Battered MV:Tiring - Koseir: Scratched > b
A Dha'vol trolloc has arrived from the north.
A bearish trolloc has arrived from the north.
o HP:Battered MV:Tiring - Koseir: Scratched >
A Dha'vol trolloc tries to crush Koseir, but he parries successfully.
A bearish trolloc joins a Dha'vol trolloc's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
[bash ]
-
=
+
A Dha'vol trolloc tries to cleave Koseir, but he deflects the blow.
A bearish trolloc slashes Koseir's head extremely hard.
Koseir swiftly dodges a Dha'vol trolloc's attempt to crush him.
*Koseir* barely slashes your body.
*Koseir* panics, and attempts to flee!
*
*
+
=
-
*Koseir* leaves south.
*Koseir* has arrived from the south.
*Koseir* leaves north.
-
=
They're not here anymore!
o HP:Battered MV:Tiring > nar 1e gatekeep bashed
A Dha'vol trolloc leaves north.
0
o HP:Battered MV:Tiring > 9
9
You narrate '1e gatekeep bashed'
o HP:Battered MV:Tiring > 0
[where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Tiring > 9
[k light]
They aren't here.
o HP:Battered MV:Tiring > 9
0
[k light]
They aren't here.
o HP:Battered MV:Tiring > 9
[where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Tiring > 9
A Dha'vol trolloc has arrived from the north.
[k light]
They aren't here.
o HP:Battered MV:Tiring > [k light]
They aren't here.
o HP:Battered MV:Tiring > [where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Tiring > [k light]
They aren't here.
Gully has arrived from the west.
o HP:Battered MV:Tiring > [k light]
They aren't here.
o HP:Battered MV:Tiring > 9
A Dha'vol trolloc leaves east.
*Koseir* has arrived from the east.
Gully tries to slash *Koseir*, but he deflects the blow.
o HP:Battered MV:Tiring > [k light]
You try to blast *Koseir*, but he deflects the blow.
o HP:Battered MV:Tiring - Gully: Beaten - Koseir: Scratched > b
*Koseir* panics, and attempts to flee!
o HP:Battered MV:Tiring - Gully: Beaten - Koseir: Scratched >
[bash ]
A Dha'vol trolloc has arrived from the east.
-
=
+
*
*Koseir* leaves west.
*
A wolfish trolloc has arrived from the east.
A Dha'vol trolloc leaves south.
The sky starts to get cloudy.
Your heartbeat calms down more as you feel less panicked.
+
=
Gully leaves west.
You follow Gully.
w9
-
jCancelled.
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.
Gully the Dark Master is standing here.
*Koseir* is here, fighting a muzzled trolloc.
The burly trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A muzzled trolloc is here, fighting Koseir.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
o HP:Battered MV:Strong > [k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > [close gate]
It's already closed!
9
o HP:Battered MV:Strong > 9
*Koseir* panics, and attempts to flee!
o HP:Battered MV:Strong > 9
[k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > 9
[k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > 9
Koseir swiftly dodges a muzzled trolloc's attempt to cleave him.
Koseir swiftly dodges a muzzled trolloc's attempt to cleave him.
A muzzled trolloc tries to cleave Koseir, but he parries successfully.
A muzzled trolloc tries to cleave Koseir, but he dodges the attack.
The burly trolloc tries to crush Koseir, but he deflects the blow.
A muzzled trolloc tries to cleave Koseir, but he dodges the attack.
*Koseir* slashes a muzzled trolloc's head very hard.
Koseir swiftly dodges a muzzled trolloc's attempt to cleave him.
[k light]
The fighting is too thick and heavy for you to enter the fray!
9
o HP:Battered MV:Strong > 9
9
The stonegate is opened from the other side.
*Koseir* panics, and attempts to flee!
[k light]
The fighting is too thick and heavy for you to enter the fray!
Gully closes the stonegate.
o HP:Battered MV:Strong > [k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > [k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > 9
[k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > 9
[k light]
The fighting is too thick and heavy for you to enter the fray!
o HP:Battered MV:Strong > 9
*Koseir* leaves east.
[k light]
They aren't here.
o HP:Battered MV:Strong > 9
9
[k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Battered MV:Strong > [k light]
They aren't here.
o HP:Battered MV:Strong > [k light]
They aren't here.
o HP:Battered MV:Strong > 9
[k light]
They aren't here.
o HP:Battered MV:Strong > 9
9
0
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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.
Gully the Dark Master is standing here.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
9
9
o HP:Battered MV:Strong > 0
[k light]
They aren't here.
o HP:Battered MV:Strong > 9
9
*Kokoro* has arrived from the west, riding a Domani razor.
*Maddy* has arrived from the west, riding a bloodstock stallion.
A raven has arrived from the west.
[k light]
*Kokoro* moves swiftly to protect *Maddy*.
You try to blast *Kokoro*, but he deflects the blow.
* HP:Battered MV:Strong - Kokoro: Wounded > [where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Gatekeep
You catch the scent of horses nearby.
Gully closes the stonegate.
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
b
* HP:Battered MV:Strong - Kokoro: Wounded > [where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Gatekeep
You catch the scent of horses nearby.
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
* HP:Battered MV:Strong - Kokoro: Wounded >
[bash ]
-
*Maddy* barely pierces Gully's left leg.
The burly trolloc joins Gully's fight!
A muzzled trolloc joins Gully's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
=
+
*
*
*Kokoro* sends you sprawling with a powerful bash!
*Kokoro* sends the burly trolloc sprawling with a powerful bash!
*Kokoro* sends a muzzled trolloc sprawling with a powerful bash!
*Kokoro* sends a muzzled trolloc sprawling with a powerful bash!
*Kokoro* sends a muzzled trolloc sprawling with a powerful bash!
*Kokoro* sends a ramshorned trolloc sprawling with a powerful bash!
*Kokoro* sends a ramshorned trolloc sprawling with a powerful bash!
* HP:Battered MV:Strong - Kokoro: Wounded >
*Maddy* avoids being bashed by Gully who loses his balance and falls!
*Maddy* winces in pain.
*Maddy* panics, and attempts to flee!
* HP:Battered MV:Strong - Kokoro: Wounded > b
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
*Kokoro* pounds your left leg.
*Kokoro* pounds the burly trolloc's body hard.
*Kokoro* pounds a muzzled trolloc's body extremely hard.
*Kokoro* pounds a muzzled trolloc's body very hard.
*Kokoro* pounds a muzzled trolloc's right foot into bloody fragments!
*Kokoro* pounds a ramshorned trolloc's right arm extremely hard.
*Kokoro* pounds a ramshorned trolloc's body into bloody fragments!
* HP:Battered MV:Strong - Kokoro: Wounded >
A muzzled trolloc growls menacingly.
* HP:Battered MV:Strong - Kokoro: Wounded >
*Koseir* has arrived from the east.
* HP:Battered MV:Strong - Kokoro: Wounded >
*Koseir* slashes Gully's body.
* HP:Battered MV:Strong - Kokoro: Wounded >
A fireball from *Maddy* is extinguished into nothingness.
* HP:Battered MV:Strong - Kokoro: Wounded >
*Maddy* pierces Gully's head.
* HP:Battered MV:Strong - Kokoro: Wounded >
A muzzled trolloc makes a nice balletstep which plants a foot a mile above Maddy's head.
*Maddy* winces in pain.
*Maddy* panics, and attempts to flee!
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
A ramshorned trolloc joins Gully's fight!
A muzzled trolloc tries to cleave Maddy, but she parries successfully.
*Kokoro* pounds your body hard.
*Kokoro* pounds the burly trolloc's left arm very hard.
*Kokoro* pounds a muzzled trolloc's left leg into bloody fragments!
*Kokoro* pounds a muzzled trolloc's body hard.
*Kokoro* pounds a muzzled trolloc's body very hard.
*Kokoro* pounds a ramshorned trolloc's body into bloody fragments!
*Kokoro* pounds a ramshorned trolloc's left hand into bloody fragments!
*Maddy* pierces Gully's body.
* HP:Battered MV:Strong - Kokoro: Wounded >
Gully panics, and attempts to flee!
* HP:Battered MV:Strong - Kokoro: Wounded >
Gully leaves east.
* HP:Battered MV:Strong - Kokoro: Wounded >
[bash ]
-
=
+
*
*Koseir* tries to slash a ramshorned trolloc, but he deflects the blow.
*Maddy* pierces a muzzled trolloc's body.
A ramshorned trolloc tries to slash Koseir, but he deflects the blow.
A ramshorned trolloc tries to slash Kokoro, but he parries successfully.
A ramshorned trolloc tickles Kokoro's body with his slash.
A muzzled trolloc cleaves Kokoro's body hard.
A muzzled trolloc tries to cleave Maddy, but she dodges the attack.
A muzzled trolloc tries to cleave Kokoro, but he deflects the blow.
A muzzled trolloc tries to cleave Maddy, but she deflects the blow.
A muzzled trolloc tries to cleave Kokoro, but he deflects the blow.
A muzzled trolloc tries to cleave Maddy, but she dodges the attack.
The burly trolloc crushes Kokoro's body.
*Maddy* pierces a muzzled trolloc's head hard.
*Koseir* panics, and attempts to flee!
*
+
=
-
Gully narrates 'i crit'
-
*Koseir* leaves east.
=
Your bash at *Kokoro* sends him sprawling!
* HP:Battered MV:Strong - Kokoro: Wounded >
A ramshorned trolloc joins a ramshorned trolloc's fight!
* HP:Battered MV:Strong - Kokoro: Wounded > 9
9
A ramshorned trolloc tries to slash Maddy, but she parries successfully.
A ramshorned trolloc slashes Kokoro's left leg.
A ramshorned trolloc barely slashes Kokoro's left foot.
A muzzled trolloc barely cleaves Kokoro's body.
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
A muzzled trolloc tries to cleave Kokoro, but he parries successfully.
A muzzled trolloc tries to cleave Maddy, but she parries successfully.
A muzzled trolloc cleaves Kokoro's left leg.
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
The burly trolloc crushes Kokoro's right leg.
You blast *Kokoro*'s head very hard.
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
* HP:Battered MV:Strong - Kokoro: Wounded > [k light]
You do the best you can!
* HP:Battered MV:Strong - Kokoro: Wounded >
Your body is pierced by sharp but melting ice spikes sent by *Maddy*!
* HP:Beaten MV:Strong - Kokoro: Wounded > nar nods hide
You narrate 'nods hide'
* HP:Beaten MV:Strong - Kokoro: Wounded >
A ramshorned trolloc tries to slash Maddy, but she dodges the attack.
A ramshorned trolloc slashes Kokoro's body.
A ramshorned trolloc slashes Kokoro's right leg.
A muzzled trolloc cleaves Kokoro's right arm.
A muzzled trolloc tries to cleave Maddy, but she dodges the attack.
A muzzled trolloc cleaves Kokoro's right arm.
Maddy swiftly dodges a muzzled trolloc's attempt to cleave her.
A muzzled trolloc tries to cleave Kokoro, but he deflects the blow.
A muzzled trolloc tries to cleave Maddy, but she parries successfully.
The burly trolloc crushes Kokoro's left leg very hard.
You blast *Kokoro*'s body very hard.
* HP:Beaten MV:Strong - Kokoro: Battered > cw
f
[change mood wimpy]
Mood changed to: Wimpy
* HP:Beaten MV:Strong - Kokoro: Battered >
You panic and attempt to flee!
You flee head over heels.
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 ]
*Koseir* is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
o HP:Beaten MV:Strong > e
*Koseir* slashes your left foot.
o HP:Beaten MV:Strong - Koseir: Hurt > You try to blast *Koseir*, but he parries successfully.
A bearish trolloc says 'You Koseir!!! You will die before your time!! '
A bearish trolloc tries to slash Koseir, but he parries successfully.
A Dha'vol trolloc joins a bearish trolloc's fight!
A wolfish trolloc joins a bearish trolloc's fight!
A bearish trolloc has arrived from the east.
No way! You're fighting for your life!
o HP:Beaten MV:Strong - Koseir: Hurt > f
*Kokoro* has arrived from the west, riding a Domani razor.
*Kokoro* pounds your body hard.
*Maddy* has arrived from the west, riding a bloodstock stallion.
n
e
* HP:Beaten MV:Strong - Koseir: Hurt >
You panic and attempt to flee!
e
e
You flee head over heels.
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 ]
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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Strong > 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 ]
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.
o HP:Beaten MV:Strong > The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
o HP:Beaten MV:Strong > Alas, you cannot go that way...
o HP:Beaten MV:Strong > scan w
0
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.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > w
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 ]
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.
scan s
o HP:Beaten MV:Strong > o HP:Beaten MV:Strong > scan w
0
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > w
A muzzled trolloc leaves west.
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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Strong > scan n
o HP:Beaten MV:Strong > w
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A hooved trolloc anxiously stamps its feet.
scan s
o HP:Beaten MV:Strong >
*Maddy* has arrived from the north, riding a bloodstock stallion.
* HP:Beaten MV:Strong > n
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
* HP:Beaten MV:Strong > A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
9
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
9
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > scan s
[k light]
They aren't here.
o HP:Beaten MV:Strong > 0
9
*Maddy* is standing here, riding a bloodstock stallion.
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Gully - The Servants Rooms
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > s
9
[k light]
They aren't here.
b
o HP:Beaten MV:Strong > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
*Maddy* is standing here, riding a bloodstock stallion.
A hooved trolloc anxiously stamps its feet.
* HP:Beaten MV:Strong > [k light]
You try to blast *Maddy*, but she deflects the blow.
* HP:Beaten MV:Strong - Maddy: Critical >
[bash ]
-
=
+
*
A hooved trolloc tries to cleave Maddy, but she dodges the attack.*
+
=
A hooved trolloc tries to cleave Maddy, but she parries successfully.
*Maddy* pierces your body.
Gully narrates 'lots of mobs 1w nomob'
-
-
*Maddy* panics, and attempts to flee!
=
Your bash at *Maddy* sends her sprawling!
*Maddy* winces in pain.
* HP:Beaten MV:Strong - Maddy: Critical > ode
9
9
[open door east]
That's impossible, I'm afraid.
* HP:Beaten MV:Strong - Maddy: Critical > [k light]
You do the best you can!
* HP:Beaten MV:Strong - Maddy: Critical > cnb
9
[k light]
You do the best you can!
* HP:Beaten MV:Strong - Maddy: Critical > A hooved trolloc tries to cleave Maddy, but she deflects the blow.
You blast *Maddy*'s body very hard.
*Maddy* winces in pain.
Arglebargle, glop-glyf!?!
* HP:Beaten MV:Strong - Maddy: Critical > [k light]
You do the best you can!
* HP:Beaten MV:Strong - Maddy: Critical >
*Maddy* leaves south riding a bloodstock stallion.
*Maddy* has arrived from the south, riding a bloodstock stallion.
* HP:Beaten MV:Strong > odw
9
*Maddy* panics, and attempts to flee!
*Maddy* leaves north riding a bloodstock stallion.
o HP:Beaten MV:Strong > 9
[open door west]
It's already open!
f
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 9
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 wolfish trolloc is here, howling for blood.
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > scan n
A bearish trolloc leaves east.
n
o HP:Beaten MV:Strong > n
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > 9
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong >
Your heartbeat calms down more as you feel less panicked.
o HP:Beaten MV:Full > scan e
9
*Koseir* is standing here.
*Kokoro* is standing here, riding a Domani razor.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > e
q
f
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
A red-eyed raven is visible flying high in the sky.
*Maddy* is standing here, riding a bloodstock stallion.
*Koseir* is standing here.
*Kokoro* is standing here, riding a Domani razor.
* HP:Beaten MV:Full > s
*Koseir* slashes your right arm.
[k maddy]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Scratched >
You try to blast *Koseir*, but he parries successfully.
*Koseir* barely slashes your body.
You panic and attempt to flee!
*Maddy* barely pierces your left hand.
9
*Kokoro* pounds your body.
You flee head over heels.
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
9
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > s
[k light]
They aren't here.
o HP:Beaten MV:Full > e
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 hooved trolloc anxiously stamps its feet.
A wolfish trolloc is here, howling for blood.
o HP:Beaten MV:Full > 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 ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Full > n
e
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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Full > 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 bearish trolloc towers here, its snout drawn into a snarl.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Full > yell !
e
You bellow '!'
0
o HP:Beaten MV:Full > The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
o HP:Beaten MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - The Servants Rooms
You catch the scent of horses nearby.
o HP:Beaten MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - The Servants Rooms
You catch the scent of horses nearby.
o HP:Beaten MV:Full > nar maddy was so cirt
You narrate 'maddy was so cirt'
o HP:Beaten MV:Full > s
e
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
o HP:Beaten MV:Strong > The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Strong > e
n
In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Strong > The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
o HP:Beaten MV:Strong > w
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
A small loaf of crusty bread rests nearby.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
o HP:Beaten MV:Strong > re
You sit down and rest your tired bones.
scan e
o HP:Beaten MV:Strong > 0
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - The Servants Rooms
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > lnar sigh
Arglebargle, glop-glyf!?!
o HP:Beaten MV:Strong > nar sigh
You narrate 'sigh'
o HP:Beaten MV:Strong > nar bashed her 1w well crit
Gully narrates 'yeah'
o HP:Beaten MV:Strong > scan w
You narrate 'bashed her 1w well crit'
o HP:Beaten MV:Strong > o HP:Beaten MV:Strong > lo
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
A small loaf of crusty bread rests nearby.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
o HP:Beaten MV:Strong > score
You have 107(408) hit and 216(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Strong > nar but rest came
You narrate 'but rest came'
o HP:Beaten MV:Strong > cw
st
[change mood wimpy]
Mood changed to: Wimpy
e
o HP:Beaten MV:Strong > You stop resting, and stand up.
o HP:Beaten MV:Strong > s
The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
0
o HP:Beaten MV:Strong > In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Strong > scan w
[where ]
Players in your Zone
--------------------
Penetrator - In the Great Hall
Gully - The Servants Rooms
You catch the scent of horses nearby.
o HP:Beaten MV:Strong >
Gully narrates 'dammmm'
o HP:Beaten MV:Strong > Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Strong > 0
Gully has arrived from the east.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Gully - In the Great Hall
Penetrator - In the Great Hall
You catch the scent of horses nearby.
Gully leaves west.
You follow Gully.
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
Gully the Dark Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Strong > 9
9
0
[k light]
They aren't here.
9
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - The Entrance to the Great Hall
Gully - The Entrance to the Great Hall
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > sc
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > You have 107(408) hit and 213(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are standing.
Gully leaves east.
You follow Gully.
In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
Gully the Dark Master is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
9
Gully leaves north.
You follow Gully.
The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves west.
You follow Gully.
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
A small loaf of crusty bread rests nearby.
Gully the Dark Master is standing here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Strong > nod
re
You nod in agreement.
o HP:Beaten MV:Strong > score
You sit down and rest your tired bones.
o HP:Beaten MV:Strong > You have 107(408) hit and 210(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Strong > nar 100hps
You narrate '100hps'
Gully gets a loaf of bread.
score
o HP:Beaten MV:Strong > You have 107(408) hit and 210(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Strong >
Gully eats a loaf of bread.
o HP:Beaten MV:Strong > diag gully
Gully looks pretty hurt.
o HP:Beaten MV:Strong > lo
score
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
Gully the Dark Master is standing here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
o HP:Beaten MV:Strong > You have 107(408) hit and 210(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
Gully says '71'
o HP:Beaten MV:Strong > nod
You nod in agreement.
o HP:Beaten MV:Strong > sa pretty decent
Gully sits down and rests.
o HP:Beaten MV:Strong > You say 'pretty decent'
o HP:Beaten MV:Strong > scor
You have 107(408) hit and 210(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
lo
o HP:Beaten MV:Strong > Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
Gully the Dark Master is resting here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
scan e
o HP:Beaten MV:Strong >
o HP:Beaten MV:Strong > 0
Gully nods in agreement.
o HP:Beaten MV:Strong > score
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Strong >
Your heartbeat calms down more as you feel less panicked.
o HP:Beaten MV:Fresh > You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh >
Gully nods in agreement.
o HP:Beaten MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Fresh > score
You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Fresh > sa sorry for bailing blight
You say 'sorry for bailing blight'
o HP:Beaten MV:Fresh > sa it was a stupid idea
You say 'it was a stupid idea'
Gully says 'need to just use mobs, wait for maddy to slip up and kill'
o HP:Beaten MV:Fresh > sa it just took 1 weave
You say 'it just took 1 weave'
o HP:Beaten MV:Fresh > score
You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Fresh > score
You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh > 0
Gully says 'nah all good'
o HP:Beaten MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Beaten MV:Fresh > score
Gully nods in agreement.
o HP:Beaten MV:Fresh > You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh > score
You have 122(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Beaten MV:Fresh > score
You have 137(408) hit and 246(246) movement points.
You have scored 105916255 experience points and 1491 quest points.
You need 2583745 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
o HP:Battered MV:Fresh > i
You are carrying:
Nothing.
o HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > stat
You are a 722 year old male trolloc warrior.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 0.0 lbs and wearing 76.3 lbs, light.
Your base abilities are: Str:21 Int:10 Wil:11 Dex:17 Con:19.
Offensive bonus: 173, Dodging bonus: 3, Parrying bonus: 29
Your mood is: Wimpy. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 79% on average.
You are subjected to the following effects:
- STRENGTH
- NO QUIT
o HP:Battered MV:Fresh > lo
Storage Area
You have entered a large storage room. Shelves line all the walls of this
large room. Most of the shelves have broken leaving their contents scattered
on the floor. All the weapons that were stored here are now broken and
can no longer be used. The dust in here is thick, covering everything with a
thin layer. The only exit is to the east back into the hall.
[ obvious exits: E ]
Gully the Dark Master is resting here.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
o HP:Battered MV:Fresh > st
You stop resting, and stand up.
o HP:Battered MV:Fresh > sa 140
You say '140'
0
o HP:Battered MV:Fresh > 9
9
0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
9
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > [k light]
They aren't here.
Gully stops resting, and clambers on his feet.
o HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > scan e
0
9
9
o HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
9
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > 9
9
[k light]
They aren't here.
o HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Storage Area
Gully - Storage Area
You catch the scent of horses nearby.
Gully leaves east.
You follow Gully.
The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
Gully the Dark Master is standing here.
o HP:Battered MV:Full > [k light]
They aren't here.
Gully leaves south.
You follow Gully.
In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
Gully the Dark Master is standing here.
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.
o HP:Battered MV:Full > [k light]
They aren't here.
Gully leaves west.
You follow Gully.
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
Gully the Dark Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Battered MV:Full >
Gully leaves west.
You follow Gully.
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
The corpse of a large black rat is lying here.
Gully the Dark Master is standing here.
*Koseir* is standing here.
o HP:Battered MV:Full >
*Koseir* slashes your body.
Gully leaves west.
o HP:Battered MV:Full - Koseir: Scratched > yell
Yes, bellow, fine, bellow we must, but WHAT???
o HP:Battered MV:Full - Koseir: Scratched > f
You try to blast *Koseir*, but he deflects the blow.
*Koseir* slashes your right arm.
You panic and attempt to flee!
Gully has arrived from the west.
You flee head over heels.
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
A young trolloc is here, growling with a deep bloodlust.
9
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > s
9
b
Entrance to the Barracks
This is the entrance to the barracks. A putrid smell permeates from the
inside. The stone foundation has been made visible from erosion of the
ground around it. Large cracks can be seen in the foundation making the
building unstable. The entrance to the eastern keep lies to the north, the
barracks lies to the south, and the courtyard extends to the north.
[ obvious exits: N E S ]
A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [bash ]
Bash who?
o HP:Beaten MV:Full > n
w
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
A young trolloc is here, growling with a deep bloodlust.
9
o HP:Beaten MV:Full > 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 ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > w
0
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 trolloc is here commanding a fist of troops.
9
o HP:Beaten MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - The Entrance to the Southern Twin Keep
You catch the scent of horses nearby.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > w
0
9
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 raven is here, watching.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Entrance to the Southern Twin Keep
You catch the scent of horses nearby.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > nar gatekeep
0
You narrate 'gatekeep'
9
o HP:Beaten MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Entrance to the Southern Twin Keep
You catch the scent of horses nearby.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full >
Gully narrates 'ouch'
o HP:Beaten MV:Full > nar watch it
You narrate 'watch it'
0
o HP:Beaten MV:Full > 9
[where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - The Gatekeep
You catch the scent of horses nearby.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > nar yeah
0
9
You narrate 'yeah'
0
9
o HP:Beaten MV:Full > 9
You hear a blood-curdling howl in the distance.
Your heartbeat calms down more as you feel less panicked.
[where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - The Gatekeep
You catch the scent of horses nearby.
0
9
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 9
[k light]
They aren't here.
o HP:Battered MV:Fresh > 9
[where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > scan e
[k light]
They aren't here.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 0
[k light]
They aren't here.
o HP:Battered MV:Fresh > 9
A trolloc is here commanding a fist of troops.
o HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Gully - The Entrance to the Northern Twin Keep
Penetrator - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 9
9
9
[k light]
They aren't here.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 9
[k light]
They aren't here.
o HP:Battered MV:Fresh > 9
9
[k light]
They aren't here.
9
o HP:Battered MV:Fresh > [k light]
They aren't here.
Gully narrates 'i dg'
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > 0
9
Gully narrates 'crit'
o HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Gully - Lord's Office
Penetrator - The Gatekeep
You catch the scent of horses nearby.
o HP:Battered MV:Fresh > [k light]
They aren't here.
o HP:Battered MV:Fresh > en
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 trolloc is here commanding a fist of troops.
o HP:Battered MV:Full > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A huge darkhound is here, drooling and snarling.
A hooved trolloc anxiously stamps its feet.
o HP:Battered MV:Full >
*Kokoro* has arrived from the north, riding a Domani razor.
* HP:Battered MV:Full >
*Kokoro* pounds your left leg.
* HP:Battered MV:Full - Kokoro: Wounded > scann
f
Arglebargle, glop-glyf!?!
n
* HP:Battered MV:Full - Kokoro: Wounded > e
en
You panic and attempt to flee!
0
You flee head over heels.
Inside the Northern Gatekeep
The room is in disarray, with chairs and tables overturned and blood smeared on
the walls. Skeletons litter the floor, some still in their rusted armor with
broken spears caught between the bleached white ribs. A spiraling stairway
leads up to the second floor, and a large oak door leads to the courtyard.
[ obvious exits: E U ]
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
Alas, you cannot go that way...
* HP:Battered MV:Full > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
*Kokoro* is standing here, riding a Domani razor.
A huge darkhound is here, drooling and snarling.
A hooved trolloc anxiously stamps its feet.
* HP:Battered MV:Full > 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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Battered MV:Full > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
A red-eyed raven is visible flying high in the sky.
*Maddy* is resting here, riding a bloodstock stallion.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > e
n
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 huge darkhound is here, drooling and snarling.
A figure stands here, ready to collect unwanted things.
o HP:Battered MV:Full > 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 ]
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
o HP:Battered MV:Full > n
n
e
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 ]
o HP:Battered MV:Full > n
Alas, you cannot go that way...
o HP:Battered MV:Full > 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 trolloc is here commanding a fist of troops.
o HP:Battered MV:Full > Alas, you cannot go that way...
o HP:Battered MV:Full > e
n
0
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 ]
9
9
o HP:Battered MV:Full > Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > 0
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > 0
[k light]
They aren't here.
9
9
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
scan s
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full >
0
* HP:Battered MV:Full > 9
9
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > cw
9
9
[change mood wimpy]
Mood changed to: Wimpy
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
9
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > re
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > You sit down and rest your tired bones.
* HP:Battered MV:Full > scan s
* HP:Battered MV:Full > lo
Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
score
* HP:Battered MV:Full > You have 141(408) hit and 224(246) movement points.
You have scored 105913381 experience points and 1491 quest points.
You need 2586619 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > nar can just regen
You narrate 'can just regen'
* HP:Battered MV:Full > nar they wont hit
You narrate 'they wont hit'
* HP:Battered MV:Full > scan s
* HP:Battered MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > score
You have 141(408) hit and 224(246) movement points.
You have scored 105913381 experience points and 1491 quest points.
You need 2586619 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > scan s
lo
* HP:Battered MV:Full > Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
0
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > i
You are carrying:
Nothing.
* HP:Battered MV:Full > scan s
* HP:Battered MV:Full > scan s
scan s
scan s
* HP:Battered MV:Full >
* HP:Battered MV:Full > score
* HP:Battered MV:Full > You have 141(408) hit and 224(246) movement points.
You have scored 105913381 experience points and 1491 quest points.
You need 2586619 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
Gully sits down and rests.
* HP:Battered MV:Full > scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Full > st
9
9
You stop resting, and stand up.
9
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > scan s
[k light]
They aren't here.
0
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > *Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
9
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
9
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > scan s
[k light]
They aren't here.
0
* HP:Battered MV:Full > 9
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
Lightning starts to show in the sky.
Your heartbeat calms down more as you feel less panicked.
* HP:Battered MV:Fresh > 9
9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > 9
9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > scan s
[k light]
They aren't here.
* HP:Battered MV:Fresh > 0
9
9
*Kokoro* is standing here, riding a Domani razor.
9
* HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
9
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > nar hahah
0
9
You narrate 'hahah'
* HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > 9
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
9
* HP:Battered MV:Fresh > 9
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > scan s
[k light]
They aren't here.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > 0
9
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > [k light]
They aren't here.
* HP:Battered MV:Fresh > re
You sit down and rest your tired bones.
Gully narrates 'natural but yeah'
scan s
* HP:Battered MV:Fresh > 0
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > scan s
scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > scan s
scan s
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > *Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > score
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > You have 156(408) hit and 246(246) movement points.
You have scored 105913381 experience points and 1491 quest points.
You need 2586619 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > lo
Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is resting here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > scna s
Arglebargle, glop-glyf!?!
* HP:Battered MV:Fresh > scan s
A Dhai'mon trolloc is here, fighting Kokoro.
*Kokoro* is here, fighting a Dhai'mon trolloc, riding a Domani razor.
* HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > st
s
9
b
You stop resting, and stand up.
* HP:Battered MV:Fresh > 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 Dhai'mon trolloc is here, fighting Kokoro.
*Kokoro* is here, fighting a Dhai'mon trolloc, riding a Domani razor.
* HP:Battered MV:Full > [k light]
You blast *Kokoro*'s body.
* HP:Battered MV:Full - a Dhai'mon trolloc: Scratched - Kokoro: Wounded >
[bash ]
-
=
+
*Kokoro* pounds a Dhai'mon trolloc's body very hard.
A Dhai'mon trolloc tries to crush Kokoro, but he deflects the blow.
*
*
+
=
-
-
=
Your bash at *Kokoro* sends him sprawling!
* HP:Battered MV:Full - a Dhai'mon trolloc: Hurt - Kokoro: Wounded >
You blast *Kokoro*'s body into bloody fragments!
A Dhai'mon trolloc crushes Kokoro's right arm very hard.
*Koseir* has arrived from the east.
* HP:Battered MV:Full - a Dhai'mon trolloc: Scratched - Kokoro: Battered >
*Koseir* slashes your right leg.
* HP:Battered MV:Full - a Dhai'mon trolloc: Scratched - Kokoro: Battered > cw
f
[change mood wimpy]
Mood changed to: Wimpy
* HP:Battered MV:Full - a Dhai'mon trolloc: Scratched - Kokoro: Battered >
You panic and attempt to flee!
You flee head over heels.
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 ]
o HP:Battered MV:Full > w
n
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 Dhai'mon trolloc is here, fighting Kokoro.
*Kokoro* is here, fighting a Dhai'mon trolloc, riding a Domani razor.
* HP:Battered MV:Full > Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
*Koseir* is here, fighting Gully.
Gully the Dark Master is here, fighting Koseir.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Full >
*Koseir* panics, and attempts to flee!
* HP:Battered MV:Full > 9
9
9
*Koseir* panics, and attempts to flee!
[k light]
You try to blast *Koseir*, but he deflects the blow.
9
* HP:Battered MV:Full - Gully: Beaten - Koseir: Scratched > You try to blast *Koseir*, but he deflects the blow.
Gully tries to slash *Koseir*, but he dodges the attack.
[k light]
You do the best you can!
* HP:Battered MV:Full - Gully: Beaten - Koseir: Scratched > *Koseir* leaves south.
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
9
9
9
[k light]
They aren't here.
9
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
9
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 9
9
[k light]
They aren't here.
* HP:Battered MV:Full > 9
[k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > scan s
[k light]
They aren't here.
* HP:Battered MV:Full > 0
[k light]
They aren't here.
9
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > 0
[k light]
They aren't here.
* HP:Battered MV:Full > 9
9
*Koseir* is here, fighting a Dhai'mon trolloc.
A Dhai'mon trolloc is sitting here.
*Kokoro* is here, fighting a Dhai'mon trolloc, riding a Domani razor.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > [k light]
They aren't here.
* HP:Battered MV:Full > re
You sit down and rest your tired bones.
scan s
* HP:Battered MV:Full > *Koseir* is here, fighting a Dhai'mon trolloc.
A Dhai'mon trolloc is here, fighting Kokoro.
*Kokoro* is here, fighting a Dhai'mon trolloc, riding a Domani razor.
lo
* HP:Battered MV:Full > Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Full > score
You have 161(408) hit and 238(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > nar we fine
You narrate 'we fine'
* HP:Battered MV:Full > diag gully
Gully looks pretty hurt.
* HP:Battered MV:Full > score
You have 161(408) hit and 238(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > nar hps?
You narrate 'hps?'
* HP:Battered MV:Full > score
You have 161(408) hit and 238(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
scan s
* HP:Battered MV:Full >
Your blood freezes as you hear someone's death cry.
Gully narrates 'nod just need hps'
* HP:Battered MV:Full > *Koseir* is standing here.
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Full >
Gully narrates '80'
* HP:Battered MV:Full > score
Your heartbeat calms down more as you feel less panicked.
* HP:Battered MV:Fresh > You have 176(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > nar yeah we fine
You narrate 'yeah we fine'
* HP:Battered MV:Fresh > score
You have 176(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > score
You have 176(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
0
* HP:Battered MV:Fresh > [where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
lo
* HP:Battered MV:Fresh > Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Fresh > scan s
*Koseir* is resting here.
*Kokoro* is standing here, riding a Domani razor.
* HP:Battered MV:Fresh > lo
Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Fresh > 0
i
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > You are carrying:
Nothing.
* HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > nar hmm maddy solo somewhere
You narrate 'hmm maddy solo somewhere'
* HP:Battered MV:Fresh > score
You have 176(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > score
i
You have 176(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > You are carrying:
Nothing.
* HP:Battered MV:Fresh > scan s
A bearish trolloc is here, fighting Koseir.
*Koseir* is here, fighting a bearish trolloc.
*Kokoro* is here, fighting a bearish trolloc, riding a Domani razor.
* HP:Battered MV:Fresh > stat
You are a 722 year old male trolloc warrior.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 0.0 lbs and wearing 76.3 lbs, light.
Your base abilities are: Str:21 Int:10 Wil:11 Dex:17 Con:19.
Offensive bonus: 173, Dodging bonus: 3, Parrying bonus: 29
Your mood is: Wimpy. You will flee below: 50 Hit Points
Your posture is: Offensive.
Your armor absorbs about 79% on average.
You are subjected to the following effects:
- STRENGTH
- NO QUIT
* HP:Battered MV:Fresh > 0
[where ]
Players in your Zone
--------------------
Penetrator - Lord's Office
Gully - Lord's Office
You catch the scent of horses nearby.
* HP:Battered MV:Fresh > scan s
A bearish trolloc is here, fighting Koseir.
*Koseir* is here, fighting a bearish trolloc.
*Kokoro* is here, fighting a bearish trolloc, riding a Domani razor.
Gully narrates 'maybe outside'
* HP:Battered MV:Fresh > lo
Lord's Office
You have entered the Lord's office. Old papers lie scattered all over the floor
rotting from old age. The remnants of a table lies against the northern wall,
and chairs lie in shambles on the floor. On the east wall there is a fireplace
that has crumbled to nearly nothing. There seems to be the remains of a body in
the northeast corner of the room but it has decayed so much it is hard to tell.
The only exit is to the south into the Grand Hall.
[ obvious exits: S ]
Gully the Dark Master is standing here.
A tall, ramshorned trolloc is here, commanding.
A grim-eyed man patrols the area for his Dark Lord.
An enormously fat, slobbering trolloc drags a large sack around.
A tall, ramshorned trolloc is here, commanding.
* HP:Battered MV:Fresh > score
You have 191(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > nar move out as they on mob?
You narrate 'move out as they on mob?'
* HP:Battered MV:Fresh > score
You have 191(408) hit and 246(246) movement points.
You have scored 105917754 experience points and 1491 quest points.
You need 2582246 exp to level and 1509 qp to rank.
You have acquired 36 alt qps to date.
You have amassed 92 Turn points to date.
You have played 65 days and 15 hours (real time).
This ranks you as Penetrator the Abominable Bruiser [Ahf'frait 7] (Level 50).
You are resting.
* HP:Battered MV:Fresh > st
Gully leaves south.
cw
* HP:Battered MV:Fresh > You stop resting, and stand up.
* HP:Battered MV:Fresh > [change mood wimpy]
Mood changed to: Wimpy
* HP:Battered MV:Fresh > s
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 ]
The corpse of a Dhai'mon trolloc is lying here.
A bearish trolloc is here, fighting Koseir.
*Koseir* is here, fighting a bearish trolloc.
*Kokoro* is here, fighting a bearish trolloc, riding a Domani razor.
* HP:Battered MV:Full > 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 ]
o HP:Battered MV:Full > w
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 ]
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
o HP:Battered MV:Full > 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 ]
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Battered MV:Full > s
w
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 ]
o HP:Battered MV:Full > The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
A red-eyed raven is visible flying high in the sky.
*Maddy* is standing here, riding a bloodstock stallion.
* HP:Battered MV:Full >
Gully narrates 'she nomob'
* HP:Battered MV:Full > 9
b
*Koseir* has arrived from the east.
* HP:Battered MV:Full > *Koseir* slashes your right arm hard.
[k light]
You do the best you can!
* HP:Battered MV:Full - Koseir: Scratched >
You try to blast *Koseir*, but he parries successfully.
*Koseir* barely slashes your head.
[bash ]
*Maddy* pierces your body.
-cw=f+
Gully has arrived from the south.
Cancelled.
[change mood wimpy]
Mood changed to: Wimpy
Gully tries to slash *Maddy*, but she parries successfully.
* HP:Battered MV:Full - Koseir: Scratched >
You panic and attempt to flee!
You flee head over heels.
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 ]
o HP:Battered MV:Full > nar off
*Kokoro* has arrived from the north, riding a Domani razor.
* HP:Battered MV:Full > *Kokoro* leaves west riding a Domani razor.
You narrate 'off'
o HP:Battered MV:Full > s
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 figure stands here, ready to collect unwanted things.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
o HP:Battered MV:Full > w
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 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 bearish trolloc towers here, its snout drawn into a snarl.
A fade emerges from the shadows as you pass by.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
w
o HP:Battered MV:Full > n
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
A hooved trolloc anxiously stamps its feet.
o HP:Battered MV:Full > A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
A wolfish trolloc is here, howling for blood.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
o HP:Battered MV:Full > 9
9
0
9
[k light]
They aren't here.
9
o HP:Battered MV:Full > [k light]
They aren't here.
o HP:Battered MV:Full > scan e
[where ]
Players in your Zone
--------------------
Penetrator - A Pile of Decaying Skeletons
Gully - The Courtyard
You catch the scent of horses nearby.
o HP:Battered MV:Full > 0
9
[k light]
They aren't here.
o HP:Battered MV:Full > [k light]
They aren't here.
o HP:Battered MV:Full >
o HP:Battered MV:Full > [where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Battered MV:Full > [k light]
They aren't here.
9
9
o HP:Battered MV:Full > [k light]
They aren't here.
0
o HP:Battered MV:Full > 9
9
[k light]
They aren't here.
o HP:Battered MV:Full > *Koseir* has arrived from the east.
[where ]
Players in your Zone
--------------------
Gully - The Courtyard
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Battered MV:Full > *Koseir* barely slashes your body.
[k light]
You do the best you can!
o HP:Battered MV:Full - Koseir: Scratched > scan s
[k light]
You do the best you can!
o HP:Battered MV:Full - Koseir: Scratched > Gully the Dark Master is standing here.
A hooved trolloc anxiously stamps its feet.
o HP:Battered MV:Full - Koseir: Scratched >
Gully has arrived from the south.
o HP:Battered MV:Full - Koseir: Scratched >
You try to blast *Koseir*, but he parries successfully.
Koseir swiftly dodges a wolfish trolloc's attempt to crush him.
A huge darkhound joins a wolfish trolloc's fight!
A boarish trolloc joins a wolfish trolloc's fight!
*Koseir* slashes your body hard.
*Koseir* panics, and attempts to flee!
o HP:Battered MV:Full - Koseir: Scratched > v
*Koseir* leaves south.
o HP:Battered MV:Full > [kick ]
Kick who?
o HP:Battered MV:Full > 0
9
9
[where ]
Players in your Zone
--------------------
Gully - A Pile of Decaying Skeletons
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
0
o HP:Battered MV:Full > 9
[k light]
They aren't here.
o HP:Battered MV:Full > [k light]
They aren't here.
o HP:Battered MV:Full > 9
*Kokoro* has arrived from the south, riding a Domani razor.
*Koseir* has arrived from the south.
*Maddy* has arrived from the south, riding a bloodstock stallion.
A raven has arrived from the south.
[where ]
Players in your Zone
--------------------
Gully - A Pile of Decaying Skeletons
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
*Kokoro* moves swiftly to protect *Maddy*.
Gully slashes *Kokoro*'s left leg hard.
* HP:Battered MV:Full - Maddy: Battered > 9
*Koseir* slashes your body.
[k light]
You do the best you can!
9
* HP:Battered MV:Full - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Full - Maddy: Battered > b
A wolfish trolloc joins Gully's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A huge darkhound joins Gully's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins Gully's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins a boarish trolloc's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins a boarish trolloc's fight!
A boarish trolloc crushes Kokoro's body hard.
A boarish trolloc crushes Kokoro's right leg hard.
A boarish trolloc crushes Kokoro's body hard.
A huge darkhound hits Kokoro's body.
Koseir swiftly dodges a wolfish trolloc's attempt to crush him.
*Koseir* slashes your left hand.
*Kokoro* pounds Gully's right leg hard.
Gully slashes *Kokoro*'s head very hard.
You try to blast *Maddy*, but she deflects the blow.
Your heartbeat calms down more as you feel less panicked.
[k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered >
[bash ]
-
=
Gully panics, and attempts to flee!
+
*Koseir* panics, and attempts to flee!
*
*Koseir* leaves south.*
+
=
-
A boarish trolloc crushes Kokoro's body hard.
A boarish trolloc tries to crush Kokoro, but he parries successfully.
A boarish trolloc crushes Kokoro's body hard.
A huge darkhound hits Kokoro's right hand.
*Maddy* pierces your body.
Gully panics, and attempts to flee!
-
=
Your bash at *Maddy* sends her sprawling!
*Maddy* panics, and attempts to flee!
* HP:Battered MV:Fresh - Maddy: Battered >
Gully leaves south.
* HP:Battered MV:Fresh - Maddy: Battered > cb
9
9
[change mood brave]
Mood changed to: Brave
9
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > n ar base
[k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > d
9
*Kokoro* pounds a huge darkhound's left leg into bloody fragments!
*Kokoro* moves swiftly to protect *Maddy*.
A wolfish trolloc joins a huge darkhound's fight!
A huge darkhound sears Kokoro's flesh with a scorching flame!
A boarish trolloc tries to crush Kokoro, but he deflects the blow.
A boarish trolloc crushes Kokoro's body hard.
A boarish trolloc crushes Kokoro's left hand.
A huge darkhound hits Kokoro's left arm hard.
You try to blast *Maddy*, but she deflects the blow.
* HP:Battered MV:Fresh - Maddy: Battered > 9
*Kokoro* panics, and attempts to flee!
No way! You're fighting for your life!
* HP:Battered MV:Fresh - Maddy: Battered > 0
9
*Kokoro* leaves east riding a Domani razor.
No way! You're fighting for your life!
* HP:Battered MV:Fresh - Maddy: Battered > 9
[k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > [where ]
Players in your Zone
--------------------
Gully - The Entrance to the Southern Twin Keep
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
* HP:Battered MV:Fresh - Maddy: Battered > cb
9
[k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > b
[change mood brave]
Mood changed to: Brave
* HP:Battered MV:Fresh - Maddy: Battered > [k light]
You do the best you can!
* HP:Battered MV:Fresh - Maddy: Battered > *Kokoro* has arrived from the east, riding a Domani razor.
[bash ]
They already seem to be stunned.
* HP:Battered MV:Fresh - Maddy: Battered >
*Kokoro* pounds your left arm.
* HP:Battered MV:Fresh - Maddy: Battered >
*Kokoro* pounds your body.
A wolfish trolloc tries to crush Kokoro, but he deflects the blow.
*Kokoro* moves swiftly to protect *Maddy*.
A huge darkhound joins a wolfish trolloc's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins a wolfish trolloc's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins a boarish trolloc's fight!
*Kokoro* moves swiftly to protect *Maddy*.
A boarish trolloc joins a boarish trolloc's fight!
You blast *Maddy*'s body into bloody fragments!
* HP:Beaten MV:Fresh - Maddy: Beaten >
Gully narrates 'u ok?'
* HP:Beaten MV:Fresh - Maddy: Beaten >
*Maddy* leaves south riding a bloodstock stallion.
* HP:Beaten MV:Fresh - Kokoro: Beaten >
*Kokoro* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Kokoro: Beaten > 9
*Kokoro* leaves east riding a Domani razor.
o HP:Beaten MV:Fresh > [k light]
They aren't here.
o HP:Beaten MV:Fresh > 9
[k light]
They aren't here.
9
o HP:Beaten MV:Fresh > 9
[k light]
They aren't here.
scan s
o HP:Beaten MV:Fresh > 0
[k light]
They aren't here.
o HP:Beaten MV:Fresh > 9
*Maddy* is standing here, riding a bloodstock stallion.
o HP:Beaten MV:Fresh > [where ]
Players in your Zone
--------------------
Gully - The Eastern Wing of the Great Hall
Penetrator - A Pile of Decaying Skeletons
You catch the scent of horses nearby.
o HP:Beaten MV:Fresh > 9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > s
[k light]
They aren't here.
9
b
o HP:Beaten MV:Fresh > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
*Maddy* is standing here, riding a bloodstock stallion.
* HP:Beaten MV:Full > [k light]
You try to blast *Maddy*, but she parries successfully.
* HP:Beaten MV:Full - Maddy: Beaten >
[bash ]
-
=
*Maddy* panics, and attempts to flee!
+
*
*
*Maddy* leaves east riding a bloodstock stallion.
+
=
-
-e=
They're not here anymore!
o HP:Beaten MV:Full > 9
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 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 bearish trolloc towers here, its snout drawn into a snarl.
A fade emerges from the shadows as you pass by.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
0
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > [where ]
Players in your Zone
--------------------
Penetrator - The Well
Gully - The Servants Rooms
You catch the scent of horses nearby.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > s
ee
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 ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
o HP:Beaten MV:Full > The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
The corpse of a large black rat is lying here.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > e
*Koseir* has arrived from the west.
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full >
*Koseir* has arrived from the west.
o HP:Beaten MV:Full > e
*Koseir* leaves east.
o HP:Beaten MV:Full > In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Full > n
Gully narrates 'im 1n blarg'
o HP:Beaten MV:Full > The Northern Wing of the Great Hall
This part of the intricate hallways of the Southern Keep is covered in a
thick layer of dirt and grime. The marble that makes up the walls and floor
have become dull with age. The air is filled with a musty and old smell
and small plants can be seen growing up through the cracks in the marble.
A large storage room lies to the west and the halls extends to the south.
[ obvious exits: S W ]
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > s
e
e
In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
e
o HP:Beaten MV:Full > 9
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
*Koseir* is standing here.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > *Koseir* barely slashes your body.
No way! You're fighting for your life!
o HP:Beaten MV:Full - Koseir: Healthy > No way! You're fighting for your life!
o HP:Beaten MV:Full - Koseir: Healthy > [k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Healthy > f
PANIC! You couldn't escape!
o HP:Beaten MV:Full - Koseir: Healthy >
Koseir swiftly dodges a Ghar'ghael trolloc's attempt to cleave him.
A Ghar'ghael trolloc tries to cleave Koseir, but he deflects the blow.
You blast *Koseir*'s left leg into bloody fragments!
*Koseir* slashes your body hard.
o HP:Beaten MV:Full - Koseir: Scratched > nar koseir
f
You narrate 'koseir'
o HP:Beaten MV:Full - Koseir: Scratched >
You panic and attempt to flee!
9
You flee head over heels.
In the Study
A husk of a burnt out desk is all that is left in this otherwise barren room.
It looks like a fire was started here that raged to the south.
[ obvious exits: N S ]
A large desk made of fine, thick wood stands across the room from here.
A bearish trolloc towers here, its snout drawn into a snarl.
A tactician's clerk tallies fallen enemies here.
Kurch, the violent bureaucrat, stands here fuming over forms.
A lean, muscled trolloc plans a raid here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > n
e
e
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.
o HP:Beaten MV:Full > Alas, you cannot go that way...
o HP:Beaten MV:Full >
Gully leaves west.
You follow Gully.
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
Gully the Dark Master is standing here.
*Koseir* is standing here.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > 9
*Koseir* slashes your left leg hard.
o HP:Beaten MV:Full - Koseir: Scratched > 9
[k light]
You do the best you can!
Gully leaves east.
b
o HP:Beaten MV:Full - Koseir: Scratched > [k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Scratched >
You try to blast *Koseir*, but he parries successfully.
Koseir swiftly dodges a Ghar'ghael trolloc's attempt to cleave him.
*Koseir* slashes your body hard.
[bash ]
Gully has arrived from the east.
-
=
+
*
*
+
=
-
-
A Ghar'ghael trolloc tries to cleave Koseir, but he parries successfully.
=
Your bash at *Koseir* sends him sprawling!
Gully slashes *Koseir*'s right leg into bloody fragments!
o HP:Beaten MV:Full - Koseir: Hurt > cb
[change mood brave]
Mood changed to: Brave
9
o HP:Beaten MV:Full - Koseir: Hurt > [k light]
You do the best you can!
0
o HP:Beaten MV:Full - Koseir: Hurt > 9
9
[where ]
Players in your Zone
--------------------
Gully - The Eastern Wing of the Great Hall
Penetrator - The Eastern Wing of the Great Hall
You catch the scent of horses nearby.
o HP:Beaten MV:Full - Koseir: Hurt > [k light]
You do the best you can!
Gully assumes an offensive striking posture.
o HP:Beaten MV:Full - Koseir: Hurt > 9
Gully slashes *Koseir*'s right hand into bloody fragments!
A Ghar'ghael trolloc cleaves Koseir's left leg very hard.
You blast *Koseir*'s left hand into bloody fragments!
[k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Wounded > 9
9
[k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Wounded > [k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Wounded > [k light]
You do the best you can!
o HP:Beaten MV:Full - Koseir: Wounded > 9
9
*Kokoro* has arrived from the west.
9
* HP:Beaten MV:Full - Koseir: Wounded > 9
9
*Kokoro* pounds Gully's head.
[k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Wounded > 9
[k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Wounded > [k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Wounded > cw
[k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Wounded > f
[k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Wounded > Gully slashes *Koseir*'s body into bloody fragments!
A Ghar'ghael trolloc joins a Ghar'ghael trolloc's fight!
A Ghar'ghael trolloc cleaves Koseir's left foot extremely hard.
*Koseir* panics, and attempts to flee!
You blast *Koseir*'s body into bloody fragments!
[k light]
You do the best you can!
* HP:Beaten MV:Full - Koseir: Battered > [change mood wimpy]
Mood changed to: Wimpy
* HP:Beaten MV:Full - Koseir: Battered > nar off
You panic and attempt to flee!
9
*Koseir* leaves east.
*Koseir* has arrived from the east.
You flee head over heels.
A Smelly Bathroom
The stench is overwhelming here from the waste that has been able to accumulate
over the years. Flies buzz around in circles above the hole in the ground.
[ obvious exits: S ]
You narrate 'off'
9
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > scan s
*Koseir* is here, fighting Gully.
*Kokoro* is here, fighting Gully.
Gully the Dark Master is sitting here.
A Ghar'ghael trolloc is here, fighting Koseir.
A Ghar'ghael trolloc is sitting here.
o HP:Beaten MV:Full > s
9
b
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
*Koseir* is here, fighting Gully.
*Kokoro* is here, fighting Gully.
Gully the Dark Master is sitting here.
A Ghar'ghael trolloc is here, fighting Koseir.
A Ghar'ghael trolloc is sitting here.
* HP:Beaten MV:Full > *Koseir* stops using a silver etched shield.
*Koseir* grips a shining silver plated sword with both hands.
[k light]
You try to blast *Koseir*, but he parries successfully.
* HP:Beaten MV:Full - Gully: Critical - Koseir: Battered >
[bash ]
Gully leaves east.
-
=
+
*Kokoro* pounds a Ghar'ghael trolloc's head into bloody fragments!
*Koseir* barely slashes your right leg.
A Ghar'ghael trolloc tries to cleave Koseir, but he dodges the attack.
*
*
*Koseir* shifts a shining silver plated sword to one hand.
*Koseir* binds a silver etched shield to his arm.
+
*Kokoro* panics, and attempts to flee!
=
*Koseir* panics, and attempts to flee!
-
*Kokoro* leaves east.
-
=
Your bash at *Koseir* sends him sprawling!
o HP:Beaten MV:Full - Koseir: Battered > f
9
9
You blast *Koseir*'s body into bloody fragments!
A Ghar'ghael trolloc tries to cleave Koseir, but he parries successfully.
You panic and attempt to flee!
9
9
9
9
You flee head over heels.
In the Study
A husk of a burnt out desk is all that is left in this otherwise barren room.
It looks like a fire was started here that raged to the south.
[ obvious exits: N S ]
A large desk made of fine, thick wood stands across the room from here.
A bearish trolloc towers here, its snout drawn into a snarl.
A tactician's clerk tallies fallen enemies here.
Kurch, the violent bureaucrat, stands here fuming over forms.
A lean, muscled trolloc plans a raid here.
[k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > n
[k light]
They aren't here.
o HP:Beaten MV:Full > e
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
9
o HP:Beaten MV:Full > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
*Koseir* is here, fighting Gully.
*Kokoro* is here, fighting Gully.
Gully the Dark Master is here, fighting Kokoro.
A huge darkhound is here, fighting Kokoro.
A huge darkhound is here, fighting Kokoro.
An Elite Ghar'ghael guard is here, fighting Kokoro.
An Elite Ghar'ghael guard is sitting here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.
* HP:Beaten MV:Full > An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard clambers to his feet.
[k light]
You try to blast *Koseir*, but he parries successfully.
* HP:Beaten MV:Full - Gully: Critical - Koseir: Battered >
Gully sends *Kokoro* sprawling with a powerful bash!
*Kokoro* winces in pain.
* HP:Beaten MV:Full - Gully: Critical - Koseir: Battered > 9
9
[k light]
You do the best you can!
b
* HP:Beaten MV:Full - Gully: Critical - Koseir: Battered > [k light]
You do the best you can!
* HP:Beaten MV:Full - Gully: Critical - Koseir: Battered >
[bash ]
-
Gully panics, and attempts to flee!
=
+
*
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
An Elite Ghar'ghael guard tries to hack Koseir, but he parries successfully.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
An Elite Ghar'ghael guard tries to hack Koseir, but he deflects the blow.
An Elite Ghar'ghael guard hacks Koseir's left leg hard.
*Koseir* panics, and attempts to flee!
An Elite Ghar'ghael guard tries to hack Koseir, but he parries successfully.
An Elite Ghar'ghael guard hacks Kokoro's body.
*Kokoro* winces in pain.
A huge darkhound hits Kokoro's right foot hard.
*Kokoro* winces in pain.
A huge darkhound hits Kokoro's left leg.
*Kokoro* winces in pain.
*Kokoro* panics, and attempts to flee!
Your heartbeat calms down more as you feel less panicked.*
Gully leaves west.
+
*Kokoro* leaves north.
=
*Kokoro* has arrived from the north.
-
*Koseir* leaves north.
Gully has arrived from the west.
-
Gully tries to slash *Kokoro*, but he deflects the blow.
=
They're not here anymore!
* HP:Beaten MV:Fresh > 9
9
9
9
cp
9
9
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
[k light]
The fighting is too thick and heavy for you to enter the fray!
* HP:Beaten MV:Fresh > 9
*Koseir* has arrived from the north.
[k light]
You try to blast *Koseir*, but he deflects the blow.
* HP:Beaten MV:Fresh - Koseir: Battered > *Koseir* slashes your left leg.
A huge darkhound joins an Elite Ghar'ghael guard's fight!
You try to blast *Koseir*, but he parries successfully.
An Elite Ghar'ghael guard hacks Kokoro's body.
*Kokoro* winces in pain.
An Elite Ghar'ghael guard hacks Kokoro's right leg hard.
*Kokoro* winces in pain.
*Kokoro* panics, and attempts to flee!
An Elite Ghar'ghael guard hacks Kokoro's right arm.
*Kokoro* winces in pain.
An Elite Ghar'ghael guard barely hacks Kokoro's body.
*Kokoro* winces in pain.
Gully slashes *Kokoro*'s right arm very hard.
*Kokoro* winces in pain.
[k light]
You do the best you can!
* HP:Beaten MV:Fresh - Koseir: Battered > 9
9
[k light]
You do the best you can!
* HP:Beaten MV:Fresh - Koseir: Battered > *Kokoro* leaves north.
[change mood berserk]
Mood changed to: Berserk
o HP:Beaten MV:Fresh - Koseir: Battered > b
*Kokoro* has arrived from the north.
[k light]
You do the best you can!
Gully tries to slash *Kokoro*, but he parries successfully.
* HP:Beaten MV:Fresh - Koseir: Battered > *Koseir* panics, and attempts to flee!
[k light]
You do the best you can!
* HP:Beaten MV:Fresh - Koseir: Battered > [k light]
You do the best you can!
* HP:Beaten MV:Fresh - Koseir: Battered > [k light]
You do the best you can!
* HP:Beaten MV:Fresh - Koseir: Battered > *Koseir* leaves west.
[k light]
You blast *Kokoro*'s body.
*Kokoro* winces in pain.
*Kokoro* panics, and attempts to flee!
* HP:Beaten MV:Fresh - Gully: Critical - Kokoro: Critical >
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
[bash ]
-
=
+
*Kokoro* pounds Gully's body.
Gully slashes *Kokoro*'s right leg very hard.
*Kokoro* is mortally wounded, and will die soon, if not aided.
*
*Koseir* has arrived from the west.
*Koseir* slashes your left foot.
*
+
=
-
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
An Elite Ghar'ghael guard joins Gully's fight!
*Koseir* panics, and attempts to flee!
-
=
As *Kokoro* avoids your bash, you topple over and fall to the ground!
*Kokoro* is mortally wounded, and will die soon, if not aided.
* HP:Beaten MV:Fresh - Kokoro: Critical >
*Koseir* leaves west.
* HP:Beaten MV:Fresh - Gully: Critical - Kokoro: Critical > 9
9
An Elite Ghar'ghael guard hacks Kokoro's left arm extremely hard.
*Kokoro* is dead! R.I.P.
Your blood freezes as you hear *Kokoro*'s death cry.
9
o HP:Beaten MV:Fresh > 9
9
9
9
9
9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > 9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > 9
[k light]
They aren't here.
Gully narrates 'rip'
o HP:Beaten MV:Fresh > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > [k light]
They aren't here.
o HP:Beaten MV:Fresh > [k light]
They aren't here.
o HP:Beaten MV:Fresh > [k light]
They aren't here.
o HP:Beaten MV:Fresh > w
9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > [k light]
They aren't here.
o HP:Beaten MV:Fresh > w
9
[k light]
They aren't here.
o HP:Beaten MV:Fresh > *Koseir* has arrived from the west.
[k light]
You try to blast *Koseir*, but he parries successfully.
o HP:Beaten MV:Fresh - Koseir: Battered > b
*Koseir* gets a large slab of meat from the corpse of Kokoro.
*Koseir* gets a large slab of meat from the corpse of Kokoro.
*Koseir* gets the death scalp of the horse trainer slain in the Blight from the corpse of Kokoro.
*Koseir* gets a pair of gleaming metal boots from the corpse of Kokoro.
*Koseir* gets a pair of thick, gold-plated greaves from the corpse of Kokoro.
*Koseir* gets a shiny copper dagger from the corpse of Kokoro.
*Koseir* gets a bronze belt of odd design from the corpse of Kokoro.
*Koseir* gets a steel warhammer from the corpse of Kokoro.
*Koseir* gets a polished onyx-inlaid shield from the corpse of Kokoro.
*Koseir* gets a sungwood bracelet from the corpse of Kokoro.
*Koseir* gets a sungwood bracelet from the corpse of Kokoro.
*Koseir* gets a sturdy pair of full leather gauntlets from the corpse of Kokoro.
*Koseir* gets a pair of polished, gold-plated vambraces from the corpse of Kokoro.
*Koseir* gets a backpack from the corpse of Kokoro.
*Koseir* gets a black, silver-embroidered cape from the corpse of Kokoro.
*Koseir* gets an ornate chainmail shirt chased with gold from the corpse of Kokoro.
*Koseir* gets a weathered, storm-gray gorget from the corpse of Kokoro.
*Koseir* gets a weathered, storm-gray gorget from the corpse of Kokoro.
*Koseir* gets a gold-chased morion with an engraved silver comb from the corpse of Kokoro.
*Koseir* gets a jade signet ring from the corpse of Kokoro.
*Koseir* gets a jade signet ring from the corpse of Kokoro.
*Koseir* gets a mirrored lantern from the corpse of Kokoro.
[k light]
You do the best you can!
o HP:Beaten MV:Fresh - Koseir: Battered > *Koseir* panics, and attempts to flee!
[k light]
You do the best you can!
o HP:Beaten MV:Fresh - Koseir: Battered > No way! You're fighting for your life!
o HP:Beaten MV:Fresh - Koseir: Battered > [k light]
You do the best you can!
Gully leaves west.
o HP:Beaten MV:Fresh - Koseir: Battered > An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard joins your fight!
An Elite Ghar'ghael guard tries to hack Koseir, but he deflects the blow.
An Elite Ghar'ghael guard hacks Koseir's body very hard.
You blast *Koseir*'s left arm into bloody fragments!
No way! You're fighting for your life!
o HP:Beaten MV:Fresh - Koseir: Beaten > [k light]
You do the best you can!
o HP:Beaten MV:Fresh - Koseir: Beaten >
[bash ]
*Koseir* leaves south.
-
=
Gully has arrived from the west.
+s*
9
9b
Cancelled.
The Feast Hall
A large table dominates this room with chairs broken and turned over
surrounding its polished wood. Plates are broken and shattered about the room,
with stains covering the floor from spilled wine. Large tapestries which once
adorned the walls are now torn and charred, having been put to flame long ago.
[ obvious exits: N S ]
A rancid slab of decaying meat lies here, covered with maggots. [2]
*Koseir* is standing here.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > *Koseir* leaves north.
[k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [bash ]
Bash who?
o HP:Beaten MV:Full > n9
The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
The corpse of Kokoro is lying here.
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.
9
9
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > 9
9
[k light]
They aren't here.
w
o HP:Beaten MV:Full > Your blood freezes as you hear someone's death cry.
[k light]
They aren't here.
o HP:Beaten MV:Full > w
9
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > w
In the Great Hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
A wolfish trolloc is here, howling for blood.
o HP:Beaten MV:Full > w
9
w
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
A Domani razor stands here, eyes keen and swishing its tail.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
Gully narrates 'rip'
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > cb
cb
w
[change mood brave]
You try to calm down, but can't.
w
o HP:Beaten MV:Full > [change mood brave]
You try to calm down, but can't.
o HP:Beaten MV:Full > 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 ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full > A Dha'vol trolloc has arrived from the west.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Full > cww 30
[change wimpy]
You chose to go berserk, now live or die with it!
cb
o HP:Beaten MV:Full > cb
[change mood brave]
You try to calm down, but can't.
o HP:Beaten MV:Full > [change mood brave]
You try to calm down, but can't.
o HP:Beaten MV:Full > cb
cb
cb
cb
[change mood brave]
You try to calm down, but can't.
o HP:Beaten MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 122 hit points.
o HP:Beaten MV:Full > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 122 hit points.
o HP:Beaten MV:Full > n
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 122 hit points.
o HP:Beaten MV:Full > n
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
o HP:Beaten MV:Full > cww 30
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
A wolfish trolloc is here, howling for blood.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
o HP:Beaten MV:Full > 9
[change wimpy]
You will now flee if you go below 30 hit points.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > e
9
b
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [bash ]
Bash who?
o HP:Beaten MV:Full > n
9
The Blacksmith's Workshop
In the center of the room there is a large anvil which was obviously used
by the blacksmith who worked here to pound at iron and form various
types of iron works. In the northern wall lies the pit where the metal
was fired to get it white hot. Against the west wall there are the remnants
of a shelf that was once used to hold the blacksmiths various tools. In the
righthand corner of the roof there is a large hole that allows the sun to
shine in and light the entire place. An exit lies to the south which
goes back into the courtyard.
[ obvious exits: S U ]
A fade emerges from the shadows as you pass by.
A fade emerges from the shadows as you pass by.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A large, goat-faced trolloc glares at you hungrily.
A tall barrel-chested blacksmith stands here staring absently into space.
o HP:Beaten MV:Full > s
s
[k light]
They aren't here.
o HP:Beaten MV:Full > 0
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
o HP:Beaten MV:Strong > 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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here commanding a fist of troops.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - The Well
Gully - The Gatekeep
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong >
Gully narrates 'where she'
o HP:Beaten MV:Strong > nar cant gind maddyu
Gully has arrived from the south.
w
o HP:Beaten MV:Strong > 0
You narrate 'cant gind maddyu'
o HP:Beaten MV:Strong > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - The Courtyard
Gully - The Well
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > w
w
0
Inside the Northern Gatekeep
The room is in disarray, with chairs and tables overturned and blood smeared on
the walls. Skeletons litter the floor, some still in their rusted armor with
broken spears caught between the bleached white ribs. A spiraling stairway
leads up to the second floor, and a large oak door leads to the courtyard.
[ obvious exits: E U ]
A hooved trolloc anxiously stamps its feet.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
* HP:Beaten MV:Strong > Alas, you cannot go that way...
* HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - Inside the Northern Gatekeep
Gully - The Courtyard
You catch a faint scent of a horse nearby.
* HP:Beaten MV:Strong > es
w
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
o HP:Beaten MV:Strong > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Strong > w
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Beaten MV:Strong >
Gully narrates 'she in'
w
* HP:Beaten MV:Strong > w
0
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Beaten MV:Strong > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
o HP:Beaten MV:Strong > e
[where ]
Players in your Zone
--------------------
Penetrator - Near a Bridge
Gully - The Courtyard
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > e
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 ]
e
o HP:Beaten MV:Strong > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Beaten MV:Strong > j
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Strong > [close gate]
Ok.
o HP:Beaten MV:Strong > 0
9
j
[where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Courtyard
You catch a faint scent of a horse nearby.
0
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [close gate]
It's already closed!
o HP:Beaten MV:Strong > 9
[where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Courtyard
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
9
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 9
The burly trolloc opens the stonegate.
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > scan e
[k light]
They aren't here.
o HP:Beaten MV:Strong > 0
[k light]
They aren't here.
9
o HP:Beaten MV:Strong > j
Gully the Dark Master is standing here.
A hooved trolloc anxiously stamps its feet.
Gully has arrived from the east.
o HP:Beaten MV:Strong > j
[where ]
Players in your Zone
--------------------
Gully - The Gatekeep
Penetrator - The Gatekeep
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > j
[k light]
They aren't here.
o HP:Beaten MV:Strong > 0
[close gate]
Ok.
o HP:Beaten MV:Strong > [close gate]
It's already closed!
o HP:Beaten MV:Strong > [close gate]
It's already closed!
Gully calls for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc opens the stonegate.
o HP:Beaten MV:Strong > 0
[where ]
Players in your Zone
--------------------
Gully - The Gatekeep
Penetrator - The Gatekeep
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > 9
[where ]
Players in your Zone
--------------------
Gully - The Gatekeep
Penetrator - The Gatekeep
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong >
Gully closes the stonegate.
o HP:Beaten MV:Strong > 0
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - Entrance to the Courtyard
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > nar find
9
You narrate 'find'
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A fade emerges from the shadows as you pass by.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
cp
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [change mood berserk]
Mood changed to: Berserk
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves north.
You follow Gully.
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 trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Gully the Dark Master is standing here.
A trolloc is here commanding a fist of troops.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves north.
You follow Gully.
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > 9
9
9
Your heartbeat calms down more as you feel less panicked.
[k light]
They aren't here.
9
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A figure stands here, ready to collect unwanted things.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves south.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A figure stands here, ready to collect unwanted things.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
o HP:Beaten MV:Full > [k light]
They aren't here.
Gully leaves east.
You follow Gully.
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Full >
Gully leaves south.
You follow Gully.
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
Gully the Dark Master is standing here.
A Domani razor stands here, eyes keen and swishing its tail.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > nar spamming zserk
Gully leaves east.
You follow Gully.
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
Gully the Dark Master is standing here.
A wolfish trolloc is here, howling for blood.
0
o HP:Beaten MV:Full > 9
You narrate 'spamming zserk'
o HP:Beaten MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - The Entrance to the Great Hall
Gully - The Entrance to the Great Hall
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > 0
[where ]
Players in your Zone
--------------------
Penetrator - The Entrance to the Great Hall
Gully - The Entrance to the Great Hall
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
o HP:Beaten MV:Full > 9
[where ]
Players in your Zone
--------------------
Penetrator - The Entrance to the Great Hall
Gully - The Entrance to the Great Hall
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
Gully the Dark Master is standing here.
A Domani razor stands here, eyes keen and swishing its tail.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A young trolloc is here, growling with a deep bloodlust.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves north.
You follow Gully.
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Full > [k light]
They aren't here.
Gully leaves north.
You follow Gully.
The Courtyard
A sheer cliff looms up into the sky. The wind screams down from the mountain
above to whistle through the twin keeps. Vines have tried to creep up part of
the cliff, but eventually are unable to overcome gravity. There appears to be a
ledge far up the cliff.
[ obvious exits: N S W ]
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves north.
You follow Gully.
The Courtyard
This section of the courtyard runs along the outer walls surrounding the
keep. The walls are covered in a black moss along with black vines
encasing the keep totally. With close examination it seems that this keep
is faring the effects that age has had on it better than the rest of the
castle grounds. The entrance to the southern keep lies to the south, a
destroyed catapult lies to the west and the courtyard extends to the south.
[ obvious exits: S W ]
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o HP:Beaten MV:Full > 9
9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A red-eyed raven is visible flying high in the sky.
9
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves north.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
o HP:Beaten MV:Full > 9
[k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Full > [k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
The corpse of a Dhai'mon trolloc is lying here.
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves east.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves east.
You follow Gully.
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Gully the Dark Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves down.
You follow Gully.
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Gully the Dark Master is standing here.
9
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves south.
You follow Gully.
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N W ]
An evil-looking spiked club lies here on the ground. [2]
Gully the Dark Master is standing here.
A trolloc is here commanding a fist of troops.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.
o HP:Beaten MV:Strong > An infirm trolloc tells you 'You look strong. The Gho'lem Warden in the Thakan'dar dungeons may have jobs for you.'
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves north.
You follow Gully.
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
o HP:Beaten MV:Strong > 9
Gully leaves north.
You follow Gully.
A Makeshift Gate Amongst Exploded Rocks
Once a cramped stone cell, the chamber now gapes open where the wall blew
outward. Scorched rock litters the ground, and bent iron bars frame a
jagged exit. The air is thick with dust, but a faint breeze pulls from
beyond the rubble. Someone forced a way out.
[ obvious exits: N S ]
Gully the Dark Master is standing here.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A burly trolloc stands here, eyeing the surroundings.
A half-man lurks here, cold and dangerous.
A half-man lurks here, cold and dangerous.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
9
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves south.
You follow Gully.
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
Gully leaves up.
You follow Gully.
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Gully the Dark Master is standing here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A myrddraal slowly gazes about, leaving you shaken.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
9
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves west.
You follow Gully.
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 ]
The corpse of a Dhai'mon trolloc is lying here.
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
Gully leaves south.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
A red-eyed raven is visible flying high in the sky.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves south.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A figure stands here, ready to collect unwanted things.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
Gully the Dark Master is standing here.
9
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.
A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
Gully the Dark Master is standing here.
A wolfish trolloc is here, howling for blood.
A huge darkhound is here, drooling and snarling.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A towering bull-headed abomination bellows orders at the horde.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves south.
You follow Gully.
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
Gully the Dark Master is standing here.
o HP:Beaten MV:Strong > [k light]
They aren't here.
Gully leaves south.
You follow Gully.
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 ]
Gully the Dark Master is standing here.
A hooved trolloc anxiously stamps its feet.
o HP:Beaten MV:Strong > 0
[k light]
They aren't here.
o HP:Beaten MV:Strong > 9
9
[k light]
They aren't here.
o HP:Beaten MV:Strong > 0
[k light]
They aren't here.
9
o HP:Beaten MV:Strong > 9
[where ]
Players in your Zone
--------------------
Penetrator - Entrance to the Courtyard
Gully - Entrance to the Courtyard
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Strong > 9
[k light]
They aren't here.
Gully leaves west.
You follow Gully.
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.
Gully the Dark Master is standing here.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
o HP:Beaten MV:Tiring > [k light]
They aren't here.
o HP:Beaten MV:Tiring > 0
[where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Gatekeep
You catch a faint scent of a horse nearby.
o HP:Beaten MV:Tiring > 9
You see the distant figure of someone leaping with their horse from the castle wall.
[k light]
They aren't here.
o HP:Beaten MV:Tiring > [k light]
They aren't here.
o HP:Beaten MV:Tiring > 9
[k light]
They aren't here.
o HP:Beaten MV:Tiring > 9
[where ]
Players in your Zone
--------------------
Penetrator - The Gatekeep
Gully - The Gatekeep
o HP:Beaten MV:Tiring > 9
[k light]
They aren't here.
o HP:Beaten MV:Tiring > [k light]
They aren't here.
o HP:Beaten MV:Tiring > [k light]
They aren't here.
o HP:Beaten MV:Tiring > [k light]
They aren't here.
Gully leaves west.
You follow Gully.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
Gully the Dark Master is standing here.
9
* HP:Beaten MV:Tiring > 9
9
9
[k light]
They aren't here.
* HP:Beaten MV:Tiring > 9
[k light]
They aren't here.
Gully leaves north.
You follow Gully.
Overlooking the Gorge
Drought and heat scourge the lands of the Blight and torture the little
life that still exist. On this barren hill the grass looks dead and yellow
and parts of it has already started to decompose. Loose rocks on the steep
hillside to the north makes it too dangerous to use but to the south the
landscape opens up before you. This is an excellent place to watch out for
intruders.
[ obvious exits: N S ]
Gully the Dark Master is standing here.
*Maddy* is standing here, riding a bloodstock stallion.
* HP:Beaten MV:Tiring > 9
9
[k light]
You try to blast *Maddy*, but she parries successfully.
Gully leaves north.
* HP:Beaten MV:Tiring - Maddy: Critical > 9
[k light]
You do the best you can!
* HP:Beaten MV:Tiring - Maddy: Critical > *Maddy* pierces your body.
You try to blast *Maddy*, but she parries successfully.
[k light]
You do the best you can!
* HP:Beaten MV:Tiring - Maddy: Critical > b
[k light]
You do the best you can!
* HP:Beaten MV:Tiring - Maddy: Critical > [k light]
You do the best you can!
Gully has arrived from the north.
* HP:Beaten MV:Tiring - Maddy: Critical > [k light]
You do the best you can!
Gully tries to slash *Maddy*, but she parries successfully.
* HP:Beaten MV:Tiring - Maddy: Critical >
[bash ]
-
=
+
*
*
Gully slashes *Maddy*'s left leg into bloody fragments!
*Maddy* 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 *Maddy*'s death cry.
Ruined keep Rumble
Re: Ruined keep Rumble
Nice log, really smart to bypass the two to go for the low and solo channeler, even if it didn’t work out that time.
Maddy good job pushing yourself to learn new areas and aspects of the game. Just a few months ago you wouldn’t have gone for the jump. Well done
Maddy good job pushing yourself to learn new areas and aspects of the game. Just a few months ago you wouldn’t have gone for the jump. Well done