* HP:Scratched MV:Tiring > wher
Players in your Zone
--------------------
Hodor - A Blighted Path
w
* HP:Scratched MV:Tiring > w
The Blight
The Blight around you is filled with rotten trees and disgusting foliage,
shaded black and red in an unnatural manner. The heat and humidity are
strong and the smell in the air is foul. Underfoot lies a faint path
leading to the east, but it tapers off to the west and disappears.
[ obvious exits: E S W ]
wher
* HP:Scratched MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]
* HP:Scratched MV:Tiring > Players in your Zone
--------------------
Hodor - The Blight
You catch a faint scent of a horse nearby.
* HP:Scratched MV:Tiring > rem skin
drink water
drink water
You stop using a water skin.
* HP:Scratched MV:Tiring > You drink the blood.
* HP:Scratched MV:Tiring > You drink the blood.
You don't feel thirsty any more.
*Alb* has arrived from the south, riding a |1|.warhorse.
wear skin
* HP:Scratched MV:Tiring > w
w
You put a water skin on your belt.
* HP:Scratched MV:Tiring > The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
* HP:Scratched MV:Tiring > cha mood brave
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
* HP:Scratched MV:Tiring > e
e
Mood changed to: Brave
* HP:Scratched MV:Tiring > k human
bash
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
* HP:Scratched MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]
*Alb* is standing here, riding a |1|.warhorse.
* HP:Scratched MV:Tiring > A shrill piercing scream reverberates through the area.
You barely slash *Alb*'s body.
= ing - Alb: Battered >
Your bash at *Alb* sends him sprawling!
This session you've landed 1 out of 1 bashes (100% landed)
* HP:Scratched MV:Tiring - Alb: Battered > l alb
Alb has some big nasty wounds and scratches.
*Alb* is using:
<used as light> a mirrored lantern
<worn on head> a full metal helmet and visor
<worn on body> a shining steel breastplate
<slung on back> a backpack
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<wielded two-handed> a long halberd
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots
* HP:Scratched MV:Tiring - Alb: Battered >
You slash *Alb*'s right leg.
* HP:Scratched MV:Tiring - Alb: Battered > no
[notice ]
You stop paying increased attention to your surroundings.
* HP:Scratched MV:Tiring - Alb: Battered >
You slash *Alb*'s right leg.
* HP:Scratched MV:Tiring - Alb: Battered > bash
They already seem to be stunned.
* HP:Scratched MV:Tiring - Alb: Battered > bash
*ALB* PANICS AND ATTEMPTS TO FLEE!
*Alb* leaves south riding a warhorse.
-
A shrill piercing scream reverberates through the area.
=h.human is now your primary target!
s
+s
w
k h.human
Cancelled.
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is sweet and damp,
and you struggle to avoid gagging. The sudden snap of a broken branch can
often be heard, and you struggle vainly to see the origins of these
unnerving sounds. It would not take much more than a smouldering cinder to
set off a massive forest fire in the surrounding area.
[ obvious exits: N S W ]
*Alb* is standing here, riding a |1|.warhorse.
A small stick is lying on the ground here.
*Alb* leaves west riding a warhorse.
* HP:Scratched MV:Tiring > The Blight
You stand on the edge of the Blight. The forest here looks decidedly ill.
You are loathe to touch anything, lest the rotting decay spread to you as
well. It is extremely hot, and the air is damp and sweet like a swamp or
mire. There is movement around you, it seems as if the very trees are
creeping towards you. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N S W ]
bash
* HP:Scratched MV:Tiring > The Blight
You stand on the edge of the Blight. Trees and flowers grow here, but they
are bloated and sickly. Flowers hang on trees and weeds in a parody of
spring, pale and pulpy, waxen things that appear to decay while you watch
them. The air is ripe with the sweet stench of decay, and it is difficult
to avoid gagging when you breathe. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Scratched MV:Tiring > They aren't here.
* HP:Scratched MV:Tiring > Bash who?
* HP:Scratched MV:Tiring > w
n
k h.human
The Blight
You stand on the edge of the Blight. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but
stained and spotted with yellow and black, with livid red streaks like
blood poisoning. Every leaf and creeper seems bloated, ready to burst at
touch. The air tastes like a mouthful of spoiled meat. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E ]
bash
o HP:Scratched MV:Tiring > The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
* HP:Scratched MV:Tiring > w
They aren't here.
* HP:Scratched MV:Tiring > s
Bash who?
* HP:Scratched MV:Tiring > In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A raven is visible flying high in the sky.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* HP:Scratched MV:Tiring > w
s
A Potato Field
Being left to grown on their own, most of the potato plants here have died.
Only a few survive, and they are now large green bushes hiding potatoes
under their arms. There is also a hole in the ground which looks like the
beginning of a tunnel leading down into the nest of some animal. The way
west seems to lead to more rows of dirt, but to the north a darker part of
the orchard is situated.
[ obvious exits: N W ]
A potato is here. [3]
A squirrel is here, chittering.
* HP:Scratched MV:Tiring > w
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
w
* HP:Scratched MV:Tiring > n
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
* HP:Scratched MV:Winded > k h.human
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
* HP:Scratched MV:Winded > bash
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A snake is crawling through the water here.
* HP:Scratched MV:Winded > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
A spotted horse wanders skittishly around here.
* HP:Scratched MV:Winded > You slash *Alb*'s head.
* ded - Alb: Battered >
*Alb* hacks your body.
The ancient tree tickles your left foot with its hit.
The ancient tree joins the ancient tree's fight!
*ALB* PANICS AND ATTEMPTS TO FLEE!
=
*Alb* leaves south riding a warhorse.
cha mood wimpy
=
They're not here anymore!
* HP:Scratched MV:Winded - the ancient tree: Scratched > f
k h.human
Mood changed to: Wimpy
*Alb* has arrived from the south, riding a |2|.warhorse.
* HP:Scratched MV:Winded - the ancient tree: Scratched > cha mood brave
bash
You panic and attempt to flee!
*Alb* hacks your left hand.
A SPOTTED HORSE PANICS AND ATTEMPTS TO FLEE!
A spotted horse leaves north.
*Alb* hacks your left arm.
You slash the ancient tree's branch into bloody fragments!
The ancient tree tickles your body with its hit.
The ancient tree barely hits your body.
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A spotted horse wanders skittishly around here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
They aren't here.
* HP:Scratched MV:Winded > Mood changed to: Brave
* HP:Scratched MV:Winded > Bash who?
* HP:Scratched MV:Winded > s
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A spotted horse wanders skittishly around here.
* HP:Scratched MV:Winded > You barely slash *Alb*'s head.
+ ded - Alb: Battered >
*Alb* hacks your right arm.
The ancient tree barely hits your body.
The ancient tree joins the ancient tree's fight!
*ALB* PANICS AND ATTEMPTS TO FLEE!
+
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |2|.warhorse.
=
*Alb* tickles your body with his hack.
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 1 out of 2 bashes (50% landed)
* HP:Hurt MV:Winded - the ancient tree: Scratched >
The ancient tree barely tickles your body with its hit.
A SPOTTED HORSE PANICS AND ATTEMPTS TO FLEE!
A spotted horse leaves south.
The ancient tree tickles your left arm with its hit.
* HP:Hurt MV:Winded - the ancient tree: Scratched > cha mood wimpy
f
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
* HP:Hurt MV:Winded - the ancient tree: Scratched >
*Alb* hacks your head.
The ancient tree tickles your body with its hit.
The ancient tree barely tickles your head with its hit.
* HP:Hurt MV:Winded - the ancient tree: Scratched >
*Alb* looks at you.
* HP:Hurt MV:Winded - the ancient tree: Scratched > cha mood brave
n
k h.human
bash
Mood changed to: Wimpy
You panic and attempt to flee!ent tree: Scratched >
*Alb* hacks your left hand.
You slash the ancient tree's trunk extremely hard.
The ancient tree tickles your body with its hit.
The ancient tree tickles your body with its hit.
You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
Correcting map position after fleeing.
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
Mood changed to: Brave
* HP:Hurt MV:Winded > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Hurt MV:Winded > You slash *Alb*'s left leg.
* Alb: Battered >
*ALB* PANICS AND ATTEMPTS TO FLEE!
-
*Alb* leaves south riding a warhorse.
=
They're not here anymore!
* HP:Hurt MV:Winded > s
k h.human
bash
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
*Alb* is standing here, riding a |1|.warhorse.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
* HP:Hurt MV:Winded > You slash *Alb*'s body.
* Alb: Battered >
*ALB* PANICS AND ATTEMPTS TO FLEE!
*Alb* leaves north riding a warhorse.
-
The Mayene alarm sounds loudly in the distance.
=
They're not here anymore!
* HP:Hurt MV:Winded > n
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Hurt MV:Winded > You slash *Alb*'s body.
* Alb: Battered >
*ALB* PANICS AND ATTEMPTS TO FLEE!
=
Your bash at *Alb* sends him sprawling!
This session you've landed 2 out of 3 bashes (66% landed)
* HP:Hurt MV:Winded - Alb: Battered > TICK IN 5 SECONDS.
cha mood wimpy
You slash *Alb*'s body.
The ancient tree barely hits your head.
The ancient tree joins the ancient tree's fight!
f
* HP:Hurt MV:Winded - Alb: Battered > Mood changed to: Wimpy
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |2|.warhorse.
You panic and attempt to flee!ent tree: Hurt >
*Alb* hacks your left leg.
k h.human
cha mood brave
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
n
k h.human
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A spotted horse wanders skittishly around here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
They aren't here.
* HP:Wounded MV:Winded > Mood changed to: Brave
bash
* HP:Wounded MV:Winded > Alas, you cannot go that way...
* HP:Wounded MV:Winded > s
A SPOTTED HORSE PANICS AND ATTEMPTS TO FLEE!
A spotted horse leaves east.
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
They aren't here.
k h.human
* HP:Hurt MV:Tiring > bash
Bash who?
* HP:Hurt MV:Tiring > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Hurt MV:Tiring > You slash *Alb*'s left arm.
Alb: Battered >
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
* HP:Hurt MV:Tiring - Alb: Battered > bash
*Alb* hacks your body.
The ancient tree barely hits your body.
The ancient tree joins the ancient tree's fight!
* HP:Wounded MV:Tiring - Alb: Battered >
The ancient tree barely tickles your body with its hit.
The ancient tree barely tickles your left foot with its hit.
*Alb* hacks your body.
* g - Alb: Battered >
The ancient tree barely hits your right arm.
The ancient tree tickles your body with its hit.
*Alb* barely hacks your body.
*
*ALB* PANICS AND ATTEMPTS TO FLEE!
-
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |2|.warhorse.
*Alb* barely hacks your left leg.
=
Your bash at *Alb* sends him sprawling!
This session you've landed 3 out of 4 bashes (75% landed)
* HP:Wounded MV:Tiring - the ancient tree: Scratched >
You slash the ancient tree's branch extremely hard.
The ancient tree barely tickles your body with its hit.
The ancient tree barely tickles your body with its hit.
* HP:Wounded MV:Tiring - the ancient tree: Hurt > cha mood wimpy
f
Mood changed to: Wimpy
n
k h.humanded MV:Tiring - the ancient tree: Hurt >
You panic and attempt to flee!
cha mood brave
bash
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
Alas, you cannot go that way...
* HP:Wounded MV:Tiring > They aren't here.
* HP:Wounded MV:Tiring > Mood changed to: Brave
* HP:Wounded MV:Tiring > Bash who?
* HP:Wounded MV:Tiring > s
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Wounded MV:Winded > You slash *Alb*'s body.
* d - Alb: Battered >
*ALB* PANICS AND ATTEMPTS TO FLEE!
*Alb* tickles your body with his hack.
The ancient tree tickles your left arm with its hit.
The ancient tree joins the ancient tree's fight!
*Alb* leaves south riding a warhorse.
=
They're not here anymore!
* HP:Wounded MV:Winded - the ancient tree: Hurt > cha mood wimpy
f
k h.human
Mood changed to: Wimpy
You panic and attempt to flee!ncient tree: Hurt >
*Alb* has arrived from the south, riding a |2|.warhorse.
*Alb* hacks your left leg.
cha mood brave
You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
Correcting map position after fleeing.
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
They aren't here.
* HP:Wounded MV:Winded > sc
Mood changed to: Brave
* HP:Wounded MV:Winded > You have 240(392) hit and 117(241) movement points.
You have scored 27328921 experience points and 48 quest points.
You need 1171079 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Wounded MV:Winded > k h.human
k h.human
k h.human
They aren't here.
k h.human
* HP:Wounded MV:Winded > They aren't here.
k h.human
* HP:Wounded MV:Winded > They aren't here.
k h.human
* HP:Wounded MV:Winded > They aren't here.
k h.human
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded > n
k h.human
They aren't here.
* HP:Wounded MV:Winded > bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Wounded MV:Winded > You slash *Alb*'s right arm hard.
* d - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |2|.warhorse.
-
*Alb* barely hacks your body.
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 2 out of 5 bashes (60% landed)
* HP:Wounded MV:Winded - Alb: Beaten >
The ancient tree barely tickles your body with its hit.
The ancient tree joins the ancient tree's fight!
The ancient tree barely tickles your left leg with its hit.
The ancient tree barely hits your left arm.
d - Alb: Battered >
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
* HP:Wounded MV:Winded - Alb: Battered > bash
The ancient tree barely tickles your left leg with its hit.
The ancient tree barely tickles your body with its hit.
*Alb* hacks your right leg hard.
* HP:Wounded MV:Winded - Alb: Battered >
The ancient tree tickles your body with its hit.
The ancient tree barely hits your left arm.
*Alb* barely hacks your body.
* d - Alb: Battered >
The ancient tree tickles your body with its hit.
The ancient tree barely tickles your right arm with its hit.
=
Your bash at *Alb* sends him sprawling!
This session you've landed 4 out of 6 bashes (66% landed)
* HP:Wounded MV:Winded - Alb: Battered >
The ancient tree barely tickles your left leg with its hit.
The ancient tree barely tickles your left leg with its hit.
You tickle *Alb*'s left hand with your slash.
* HP:Battered MV:Winded - Alb: Battered > who
Players
-------
Hodor the Diseased Molestor [Ghar'ghael]
1 players displayed.
* HP:Battered MV:Winded - Alb: Battered > eq
You are using:
<worn on finger> a gold ring delicately carved with ivy
<worn on finger> a gold ring delicately carved with ivy
<worn on head> a polished, slitted great helm
<worn around neck> a shimmering chain of gold
<worn around neck> a shimmering chain of gold
<worn on body> a shining steel breastplate
<worn about body> an earthen brown mantle
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a sungwood bracelet
<worn around wrist> a sungwood bracelet
<wielded two-handed> a colossal sword with an iron pommel (scratched)
<worn about waist> a studded leather belt with a crossed swords buckle
<worn on belt> a small purse
<worn on belt> a water skin
<worn on legs> a pair of steel-plated greaves
<worn on feet> a pair of thick metal boots
* HP:Battered MV:Winded - Alb: Battered >
The ancient tree barely tickles your body with its hit.
The ancient tree barely hits your left arm.
You slash *Alb*'s head.
* HP:Battered MV:Winded - Alb: Beaten > bash
They already seem to be stunned.
* HP:Battered MV:Winded - Alb: Beaten > bash
*ALB* PANICS AND ATTEMPTS TO FLEE!
*
The ancient tree tickles your left arm with its hit.
The ancient tree barely tickles your body with its hit.
*
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |3|.warhorse.
+
*Alb* hacks your left arm.
=
Your bash at *Alb* sends him sprawling!
This session you've landed 5 out of 7 bashes (71% landed)
* HP:Battered MV:Winded - the ancient tree: Scratched > g stone purse
There doesn't seem to be a stone in a small purse.
* HP:Battered MV:Winded - the ancient tree: Scratched >
You slash the ancient tree's trunk extremely hard.
The ancient tree tickles your right hand with its hit.
The ancient tree tickles your left leg with its hit.
* HP:Battered MV:Winded - the ancient tree: Hurt > cha mood wimpy
f
s
Mood changed to: Wimpy
k h.human
You panic and attempt to flee!ancient tree: Hurt >
cha mood brave
bash
The ancient tree tickles your left arm with its hit.
The ancient tree barely tickles your body with its hit.
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Battered MV:Winded > You slash *Alb*'s body.
* HP:Battered MV:Winded - Alb: Beaten > Mood changed to: Brave
* HP:Battered MV:Winded - Alb: Beaten > TICK IN 5 SECONDS.
*
*ALB* PANICS AND ATTEMPTS TO FLEE!
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 3 out of 8 bashes (62% landed)
*Alb* leaves north riding a warhorse.
*Alb* has arrived from the north, riding a |2|.warhorse.
* HP:Battered MV:Winded >
*Alb* barely hacks your body.
* HP:Battered MV:Winded - Alb: Beaten >
The ancient tree tickles your left leg with its hit.
The ancient tree joins the ancient tree's fight!
The ancient tree barely tickles your body with its hit.
The ancient tree barely tickles your body with its hit.
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
* HP:Battered MV:Tiring - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
* HP:Battered MV:Tiring - Alb: Beaten >
*Alb* leaves north riding a warhorse.
cha mood wimpy
* HP:Battered MV:Tiring - the ancient tree: Hurt > f
k h.human
Mood changed to: Wimpy
You panic and attempt to flee!ancient tree: Hurt >
cha mood brave
The ancient tree tickles your body with its hit.
The ancient tree barely hits your left leg.
k h.human
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
They aren't here.
* HP:Battered MV:Tiring > Mood changed to: Brave
* HP:Battered MV:Tiring > They aren't here.
* HP:Battered MV:Tiring > wher
k h.human
Players in your Zone
--------------------
Hodor - A Pile of Lumber
You catch a faint scent of a horse nearby.
s
* HP:Battered MV:Tiring > k h.human
They aren't here.
* HP:Battered MV:Tiring > bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Battered MV:Tiring > They aren't here.
* HP:Battered MV:Tiring > s
Bash who?
* HP:Battered MV:Tiring > k h.human
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
*Alb* is standing here, riding a |1|.warhorse.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
*Alb* hacks your body.
* HP:Battered MV:Tiring - Alb: Beaten > wher
You do the best you can!
* HP:Battered MV:Tiring - Alb: Beaten > k h.human
Players in your Zone
--------------------
Hodor - Path to the Old Monastery
You catch a faint scent of a horse nearby.
bash
* HP:Battered MV:Tiring - Alb: Beaten > You do the best you can!
- ng - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
*
*Alb* barely hacks your right leg.
*Alb* leaves east riding a warhorse.
+e
=k h.human
bash
Cancelled.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
*Alb* is standing here, riding a |1|.warhorse.
A snake is crawling through the water here.
* HP:Battered MV:Tiring > You slash *Alb*'s head.
+ ng - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
=
*Alb* leaves west riding a warhorse.
w
k h.human
bash
Cancelled.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
* HP:Battered MV:Tiring > They aren't here.
* HP:Battered MV:Tiring > Bash who?
* HP:Battered MV:Tiring > n
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Alb* barely hacks your body.
* HP:Battered MV:Tiring - Alb: Beaten > You barely slash *Alb*'s body.
The ancient tree tickles your left leg with its hit.
The ancient tree joins the ancient tree's fight!
*Alb* hacks your head.
You do the best you can!
* ng - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
-cha mood wimpy
The ancient tree barely hits your left leg.
The ancient tree tickles your head with its hit.
f
k h.human
-
*Alb* leaves south riding a warhorse.
Cancelled.
Mood changed to: Wimpy
cha mood brave:Tiring - the ancient tree: Scratched >
You panic and attempt to flee!
bash
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
They aren't here.
* HP:Beaten MV:Tiring > Mood changed to: Brave
* HP:Beaten MV:Tiring > Bash who?
* HP:Beaten MV:Tiring > s
s
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* HP:Beaten MV:Winded > Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
* HP:Beaten MV:Winded > They aren't here.
*Alb* has arrived from the east, riding a |1|.warhorse.
* HP:Beaten MV:Winded > Bash who?
* HP:Beaten MV:Winded >
*Alb* barely hacks your left leg.
* HP:Beaten MV:Winded - Alb: Beaten > bash
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 4 out of 9 bashes (55% landed)
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
* HP:Beaten MV:Winded - Alb: Beaten >
*Alb* hacks your right arm.
* HP:Beaten MV:Winded - Alb: Beaten > bash
You slash *Alb*'s body.
*Alb* hacks your left foot.
-
*ALB* PANICS AND ATTEMPTS TO FLEE!
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 5 out of 10 bashes (50% landed)
* HP:Beaten MV:Winded - Alb: Beaten >
*Alb* leaves north riding a warhorse.
* HP:Beaten MV:Winded > n
k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Alb* tickles your body with his hack.
* HP:Beaten MV:Winded - Alb: Beaten > You do the best you can!
- Alb: Beaten >
The ancient tree barely tickles your left foot with its hit.
The ancient tree joins the ancient tree's fight!
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 6 out of 11 bashes (45% landed)
* HP:Beaten MV:Winded - Alb: Beaten >
You dodge a bash from *Alb* who loses his balance and falls!
* HP:Beaten MV:Winded - Alb: Beaten > bash
The ancient tree barely hits your left arm.
The ancient tree tickles your left leg with its hit.
* - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
cha mood wimpy
+
The ancient tree tickles your head with its hit.
The ancient tree tickles your right leg with its hit.
=f
k h.human
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!eaten >
*Alb* leaves south riding a warhorse.
k h.human
k h.human
You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
Correcting map position after fleeing.
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
They aren't here.
* HP:Beaten MV:Winded > cha mood brave
They aren't here.
bash
* HP:Beaten MV:Winded > They aren't here.
* HP:Beaten MV:Winded > s
Mood changed to: Brave
s
* HP:Beaten MV:Winded > Bash who?
* HP:Beaten MV:Winded > k h.human
bash
By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
*Alb* is standing here, riding a |1|.warhorse.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
*Alb* hacks your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Alb: Beaten > No way! You're fighting for your life!
* HP:Beaten MV:Winded - Alb: Beaten > You do the best you can!
cha mood wimpy - Alb: Beaten >
f
Cancelled.
The ancient tree tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!
The ancient tree joins the ancient tree's fight!
Mood changed to: Wimpy
You panic and attempt to flee!eaten >
cha mood brave
The ancient tree barely hits your left foot.
You wish that your wounds would stop BLEEDING so much!
The ancient tree tickles your left leg with its hit.
You wish that your wounds would stop BLEEDING so much!
*ALB* PANICS AND ATTEMPTS TO FLEE!
sc
k h.human
k h.human
You flee head over heels.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
Correcting map position after fleeing.
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
Mood changed to: Brave
* HP:Beaten MV:Winded > You have 61(392) hit and 106(241) movement points.
You have scored 27328906 experience points and 48 quest points.
You need 1171094 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Beaten MV:Winded > k h.human
They aren't here.
* HP:Beaten MV:Winded > They aren't here.
* HP:Beaten MV:Winded > k h.human
They aren't here.
k h.human
* HP:Beaten MV:Winded > They aren't here.
*Alb* has arrived from the north, riding a |1|.warhorse.
* HP:Beaten MV:Winded > You slash *Alb*'s right arm.
* HP:Beaten MV:Winded - Alb: Beaten > k h.human
bash
You do the best you can!
TICK IN 5 SECONDS. - Alb: Beaten >
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
You wish that your wounds would stop BLEEDING so much!
You're in no position to do anything aggressive.
* HP:Critical MV:Winded - Alb: Beaten > bash
*Alb* barely hacks your body.
You wish that your wounds would stop BLEEDING so much!
The Mayene alarm sounds loudly in the distance.
Your heartbeat calms down more as you feel less panicked.
Timer now at 60 secs.
* HP:Beaten MV:Tiring - Alb: Beaten >
*Alb* tickles your body with his hack.
You wish that your wounds would stop BLEEDING so much!
*ALB* PANICS AND ATTEMPTS TO FLEE!en >
+
*Alb* leaves east riding a warhorse.
e
-x
Cancelled.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
*Alb* is standing here, riding a |1|.warhorse.
A snake is crawling through the water here.
* HP:Critical MV:Tiring > [bash rikkus]
Bash who?
*Alb* leaves west riding a warhorse.
* HP:Critical MV:Tiring >
*Alb* has arrived from the west, riding a |2|.warhorse.
* HP:Critical MV:Tiring >
*Alb* hacks your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Tiring - Alb: Beaten > alias x bash human
cha mood wimpy
f
Ok.
* HP:Critical MV:Tiring - Alb: Beaten > n
Mood changed to: Wimpy
*ALB* PANICS AND ATTEMPTS TO FLEE!
* HP:Critical MV:Tiring - Alb: Beaten > n
You panic and attempt to flee!
*Alb* hacks your left leg.
You wish that your wounds would stop BLEEDING so much!
*Alb* leaves west riding a warhorse.
You flee head over heels.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
Failed to correct map position after fleeing.
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
* HP:Critical MV:Tiring > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
* HP:Critical MV:Tiring > sc
w
You have 42(392) hit and 125(241) movement points.
You have scored 27328159 experience points and 48 quest points.
You need 1171841 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
w
* HP:Critical MV:Tiring > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
A spotted horse wanders skittishly around here.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* HP:Critical MV:Tiring > cha mood brave
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Tiring >
*Alb* has arrived from the south, riding a |1|.warhorse.
* HP:Critical MV:Tiring > Mood changed to: Brave
*Alb* hacks your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Tiring - Alb: Beaten >
You tickle *Alb*'s body with your slash.
The blighted tree barely tickles Alb's left foot with its hit.
The blighted tree joins the blighted tree's fight!
*Alb* hacks your left arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Tiring - Alb: Beaten > bash
*ALB* PANICS AND ATTEMPTS TO FLEE!
*
The blighted tree barely hits Alb's body.
The blighted tree barely tickles Alb's left leg with its hit.
*Alb* hacks your right hand.
You wish that your wounds would stop BLEEDING so much!
*Alb* leaves west riding a warhorse.
-sc
=
They're not here anymore!
* HP:Critical MV:Tiring > e
e
You have 20(392) hit and 121(241) movement points.
You have scored 27328274 experience points and 48 quest points.
You need 1171726 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Tiring > A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
A spotted horse wanders skittishly around here.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* HP:Critical MV:Winded > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]
* HP:Critical MV:Winded > e
e
e
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
A raven is visible flying high in the sky.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* HP:Critical MV:Winded > The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > look
Preparing to find this room on the map.
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
Matching room found! Correcting map position.
* HP:Critical MV:Winded > n
w
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
* HP:Critical MV:Winded > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
n
* HP:Critical MV:Winded > n
The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
* HP:Critical MV:Winded > n
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
* HP:Critical MV:Winded > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > sc
diag shadow
You have 20(392) hit and 101(241) movement points.
You have scored 27328274 experience points and 48 quest points.
You need 1171726 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Winded > No-one by that name here.
* HP:Critical MV:Winded > s
k h.human
k h.human
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > e
They aren't here.
* HP:Critical MV:Winded > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
A huge trolloc marked with a whirlwind snorts here.
* HP:Critical MV:Winded > k h.human
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
They aren't here.
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > wher
k h.human
Players in your Zone
--------------------
Hodor - The Blight
You catch a faint scent of a horse nearby.
k h.human
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > sc
They aren't here.
* HP:Critical MV:Winded > diag shadow
You have 34(392) hit and 97(241) movement points.
You have scored 27328274 experience points and 48 quest points.
You need 1171726 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
k h.human
* HP:Critical MV:Winded > No-one by that name here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k h.human
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
k h.human
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > l in purse
k h.human
purse (used) :
a thin vial of yellow fluid
eighteen copper pennys
a large number of gold crowns (33)
a bubbling draught
a blue pouch of flatwort tea
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
k h.human
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
*Alb* has arrived from the west, riding a |1|.warhorse.
* HP:Critical MV:Winded >
*Alb* hacks your right hand.
You wish that your wounds would stop BLEEDING so much!
k h.human
* HP:Critical MV:Winded - Alb: Beaten > You do the best you can!
* HP:Critical MV:Winded - Alb: Beaten > You do the best you can!
* HP:Critical MV:Winded - Alb: Beaten >
An Ahf'frait trolloc joins your fight!
A shrill piercing scream reverberates through the area.
cha mood wimpy
f
* HP:Critical MV:Winded - Alb: Beaten > Mood changed to: Wimpy
You panic and attempt to flee! Beaten >
s
k h.human
cha mood brave
bash
An Ahf'frait trolloc barely cleaves Alb's body.
You flee head over heels.
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
Correcting map position after fleeing.
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
A trolloc is here, exhorting a group of trolloc raiders.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > Mood changed to: Brave
* HP:Critical MV:Winded > Bash who?
* HP:Critical MV:Winded > n
e
k h.human
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
bash
* HP:Critical MV:Winded > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
*Alb* is here, fighting an Ahf'frait trolloc, riding a |1|.warhorse.
An Ahf'frait trolloc is here, fighting Alb.
*ALB* PANICS AND ATTEMPTS TO FLEE!
* HP:Critical MV:Winded > You barely slash *Alb*'s head.
- ed - an Ahf'frait trolloc: Healthy - Alb: Beaten >
An Ahf'frait trolloc barely cleaves Alb's right arm.
*
*Alb* leaves north riding a warhorse.
+
An Ahf'frait trolloc leaves north.
-n
k h.human
*Alb* has arrived from the north, riding a |2|.warhorse.
bash
Cancelled.
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
A huge trolloc marked with a whirlwind snorts here.
An enormous blight worm towers above you, making an eerie shrill scream.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > An Ahf'frait trolloc leaves south.
Bash who?
* HP:Critical MV:Winded > e
k h.human
k h.human
The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > w
They aren't here.
* HP:Critical MV:Winded > k h.human
s
A shrill piercing scream reverberates through the area.
The Mayene alarm sounds loudly in the distance.
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
A huge trolloc marked with a whirlwind snorts here.
An enormous blight worm towers above you, making an eerie shrill scream.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
k h.human
* HP:Critical MV:Winded > bash
They aren't here.
* HP:Critical MV:Winded > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
*Alb* is standing here, riding a |1|.warhorse.
* HP:Critical MV:Winded > You slash *Alb*'s right leg.
w
* HP:Critical MV:Winded - Alb: Beaten > k h.human
*Alb* hacks your body.
You wish that your wounds would stop BLEEDING so much!
You barely slash *Alb*'s body.
bash
Cancelled.
No way! You're fighting for your life!
* HP:Critical MV:Winded - Alb: Beaten > You do the best you can!
* ed - Alb: Beaten >
*ALB* PANICS AND ATTEMPTS TO FLEE!
TICK IN 5 SECONDS.
As *Alb* avoids your bash, you topple over and fall to the ground!
This session you've missed 7 out of 12 bashes (41% landed)
*Alb* leaves west riding a warhorse.
* HP:Critical MV:Winded >
An Ahf'frait trolloc has arrived from the north.
* HP:Critical MV:Winded >
*Alb* has arrived from the west, riding a |2|.warhorse.
st
* HP:Critical MV:Winded >
*Alb* hacks your body.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Winded - Alb: Beaten > n
Do you not consider fighting as standing?
e
* HP:Critical MV:Winded - Alb: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Winded - Alb: Beaten > No way! You're fighting for your life!
* HP:Critical MV:Winded - Alb: Beaten > cha mood wimpy
f
n
An Ahf'frait trolloc joins your fight!
A shrill piercing scream reverberates through the area.
An Ahf'frait trolloc tickles Alb's body with his cleave.
You barely slash *Alb*'s body.
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
Mood changed to: Wimpy
You panic and attempt to flee! Beaten >
e
n
You flee head over heels.
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
Correcting map position after fleeing.
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > Alas, you cannot go that way...
* HP:Critical MV:Winded > The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
* HP:Critical MV:Winded > sc
You have 21(392) hit and 104(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
look
Preparing to find this room on the map.
* HP:Critical MV:Winded > cha mood brave
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
Matching room found! Correcting map position.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
* HP:Critical MV:Winded > n
Mood changed to: Brave
* HP:Critical MV:Winded > e
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
A trolloc is here commanding a fist of troops.
* HP:Critical MV:Winded > The Blight
The Blight winds about you in a horrid display of vivid color. Foul blacks and
reds stain leaves which were never meant to display such shades. Every plant
and creeper seems bloated and ready to burst apart. Broken trees leak a thick
black sap, which you wisely avoid touching.
[ obvious exits: E W ]
* HP:Critical MV:Winded > sc
You have 21(392) hit and 100(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Winded > e
s
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
A trolloc is here commanding a fist of troops.
The blight bear stands on its haunches, roaring madly.
* HP:Critical MV:Winded > The Blight
The Blight stretches on about you. Far off to the north you can see the peaks
of the Mountains of Dhoom. The stunted growth continues about you, and you
grow weary of this seemingly endless wasted land.
[ obvious exits: N S ]
* HP:Critical MV:Winded > s
The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
* HP:Critical MV:Winded > w
s
The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
An enormous blight worm towers above you, making an eerie shrill scream.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
w
* HP:Critical MV:Winded > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
A huge trolloc marked with a whirlwind snorts here.
* HP:Critical MV:Winded > The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
k h.human
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > n
They aren't here.
* HP:Critical MV:Winded > k h.human
k h.human
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > They aren't here.
s
* HP:Critical MV:Winded > They aren't here.
s
* HP:Critical MV:Winded > k h.human
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
* HP:Critical MV:Winded > k h.human
The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A trolloc is here, exhorting a group of trolloc raiders.
An enormous blight worm towers above you, making an eerie shrill scream.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > scan s
They aren't here.
* HP:Critical MV:Winded > *Alb* is standing here, riding a |1|.warhorse.
n
* HP:Critical MV:Winded > n
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
* HP:Critical MV:Winded > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > sc
n
sc
You have 21(392) hit and 78(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Winded > The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
* HP:Critical MV:Winded > You have 21(392) hit and 76(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Winded > k h.human
k h.human
k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > cha mood wimpy
They aren't here.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > Mood changed to: Wimpy
look
Preparing to find this room on the map.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
k h.human
Matching room found! Correcting map position.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
* HP:Critical MV:Winded > They aren't here.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > sc
They aren't here.
* HP:Critical MV:Winded > wher
You have 21(392) hit and 76(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
k h.human
* HP:Critical MV:Winded > k h.human
Players in your Zone
--------------------
Hodor - The Blight
You catch a faint scent of a horse nearby.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
scan s
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > A shrill piercing scream reverberates through the area.
They aren't here.
k h.human
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
s
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* HP:Critical MV:Winded > scan s
k h.human
k h.human
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > sc
They aren't here.
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > k h.human
You have 21(392) hit and 74(241) movement points.
You have scored 27327067 experience points and 48 quest points.
You need 1172933 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Winded > k h.human
k h.human
They aren't here.
* HP:Critical MV:Winded > scan s
They aren't here.
k h.human
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > k h.human
A trolloc is here, exhorting a group of trolloc raiders.
The blight bear stands on its haunches, roaring madly.
k h.human
* HP:Critical MV:Winded > k h.human
They aren't here.
* HP:Critical MV:Winded > They aren't here.
* HP:Critical MV:Winded > They aren't here.
*Alb* has arrived from the north, riding a |1|.warhorse.
* HP:Critical MV:Winded > sc
You slash *Alb*'s left arm.
k h.human
* HP:Critical MV:Winded - Alb: Beaten > HP:Critical MP:Winded
You have scored 27327268 experience points and 48 quest points.
You need 1172732 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are fighting Alb.
* HP:Critical MV:Winded - Alb: Beaten > f
You do the best you can!
You panic and attempt to flee! Beaten >
n
*Alb* hacks your left leg.
You wish that your wounds would stop BLEEDING so much!
The blighted tree tries to hit Alb, but he dodges the attack.
The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!
k h.human
*ALB* PANICS AND ATTEMPTS TO FLEE!
bash
You flee head over heels.
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
Correcting map position after fleeing.
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
An enormous blight worm towers above you, making an eerie shrill scream.
You smell something remniscent of death as you enter this place.
Deep in the Valley
The dry brook ends here at the base of a large apple tree. The tree has
become twisted and defiled by the blighted soil and the black fruit it bears
is fodder for the scavenging worms and maggots that thrive in this
valley of death.
[ obvious exits: S W ]
An enormous blight worm towers above you, making an eerie shrill scream.
* HP:Critical MV:Weary > They aren't here.
* HP:Critical MV:Weary > Bash who?
* HP:Critical MV:Weary > w
w
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
u
* HP:Critical MV:Weary > n
A shrill piercing scream reverberates through the area.
In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
* HP:Critical MV:Weary > Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
* HP:Critical MV:Weary > n
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
* HP:Critical MV:Weary > e
Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
* HP:Critical MV:Weary > The Blighted Woods
A blanket of bug infested dead leaves covers the cursed ground in this
corner of the blighted woods. The sap runs oily and black from rotting
trunks, and the decaying branches lurk precariously above.
[ obvious exits: S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
o HP:Critical MV:Weary > look
Preparing to find this room on the map.
The Blighted Woods
A blanket of bug infested dead leaves covers the cursed ground in this
corner of the blighted woods. The sap runs oily and black from rotting
trunks, and the decaying branches lurk precariously above.
[ obvious exits: S W ]
Matching room found! Correcting map position.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
o HP:Critical MV:Weary > wher
Players in your Zone
--------------------
Hodor - The Blighted Woods
You catch a faint scent of a horse nearby.
sc
o HP:Critical MV:Weary > k h.human
You have 28(392) hit and 56(241) movement points.
You have scored 27326320 experience points and 48 quest points.
You need 1173680 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
*Alb* has arrived from the west, riding a |1|.warhorse.
* HP:Critical MV:Weary > k h.human
You slash *Alb*'s body.
* HP:Critical MV:Weary - Alb: Critical > You do the best you can!
* HP:Critical MV:Weary - Alb: Critical >
*Alb* barely hacks your body.
You wish that your wounds would stop BLEEDING so much!
The blighted tree barely tickles Alb's body with its hit.
The blighted tree joins the blighted tree's fight!
You slash *Alb*'s body hard.
*ALB* PANICS AND ATTEMPTS TO FLEE!
f
* HP:Critical MV:Weary - Alb: Critical > e
PANIC! You couldn't escape!
n
* HP:Critical MV:Weary - Alb: Critical > k h.human
bash
No way! You're fighting for your life!
* HP:Critical MV:Weary - Alb: Critical > No way! You're fighting for your life!
* HP:Critical MV:Weary - Alb: Critical > You do the best you can!
y - Alb: Critical >
*Alb* leaves west riding a warhorse.
-sc
TICK IN 5 SECONDS.
=
They're not here anymore!
o HP:Critical MV:Weary > You have 22(392) hit and 56(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
o HP:Critical MV:Weary > sc
k h.human
You have 22(392) hit and 56(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
o HP:Critical MV:Weary > k h.human
k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > sc
They aren't here.
k h.human
o HP:Critical MV:Weary > k h.human
You have 22(392) hit and 56(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > sc
k h.human
They aren't here.
o HP:Critical MV:Weary > You have 22(392) hit and 56(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
The weak light cast upon the dismal grove dissipates as the sun sets.
Your heartbeat calms down more as you feel less panicked.
Timer now at 62 secs.
You are hungry.
They aren't here.
o HP:Critical MV:Winded > wher
They aren't here.
o HP:Critical MV:Winded > sc
Players in your Zone
--------------------
Hodor - The Blighted Woods
You catch a faint scent of a horse nearby.
o HP:Critical MV:Winded > You have 36(392) hit and 91(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
You are hungry.
o HP:Critical MV:Winded > em
[eat meat]
You eat the meat.
o HP:Critical MV:Winded > 00
w
x
[change mood berserk]
Mood changed to: Berserk
o HP:Critical MV:Winded > Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > [bash human]
Bash who?
* HP:Critical MV:Winded > s
x
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > [bash human]
Bash who?
* HP:Critical MV:Winded > e
x
The Tortured Woods
Gaping holes in the massive trees resemble mouths wrenched open in
screams of agony. Wretched and twisted limbs dangle lifeless from the
broken trunks, scraping the ground in the arid breeze. The sky boils
with dark rolling clouds.
[ obvious exits: N S W ]
A crippled bear is here, drooling rabidly.
A crippled bear is here, drooling rabidly.
* HP:Critical MV:Winded > [bash human]
Bash who?
* HP:Critical MV:Winded > n
The Blighted Woods
A blanket of bug infested dead leaves covers the cursed ground in this
corner of the blighted woods. The sap runs oily and black from rotting
trunks, and the decaying branches lurk precariously above.
[ obvious exits: S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
o HP:Critical MV:Winded > cha mood brave
cha mood brave
cha mood brave
cha mood brave
You try to calm down, but can't.
o HP:Critical MV:Winded > You try to calm down, but can't.
o HP:Critical MV:Winded > wher
You try to calm down, but can't.
o HP:Critical MV:Winded > cw0
You try to calm down, but can't.
o HP:Critical MV:Winded > Players in your Zone
--------------------
Hodor - The Blighted Woods
You catch a faint scent of a horse nearby.
o HP:Critical MV:Winded > [change wimpy 0]
You chose to go berserk, now live or die with it!
o HP:Critical MV:Winded > cha mood brave
cha mood brave
cha mood brave
cha mood brave
You try to calm down, but can't.
o HP:Critical MV:Winded > cha mood brave
cha mood brave
You try to calm down, but can't.
o HP:Critical MV:Winded > Mood changed to: Brave
Wimpy reset to: 117 hit points.
cw0
o HP:Critical MV:Winded > Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Winded > Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Winded > wher
Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Winded > w
[change wimpy 0]
You won't flee from any fight now.
o HP:Critical MV:Winded > Players in your Zone
--------------------
Hodor - The Blighted Woods
You catch a faint scent of a horse nearby.
o HP:Critical MV:Winded > Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > s
s
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
* HP:Critical MV:Winded > Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
* HP:Critical MV:Weary > d
e
In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
* HP:Critical MV:Weary > s
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
An enormous blight worm towers above you, making an eerie shrill scream.
* HP:Critical MV:Weary > e
Deep in the Valley
The air lies heavy and still in this valley. Parched grass lies limp on
the dry ground. The sparse trees are surrounded by their own dead leaves
at their roots. No new sprouts push up from the ground, and it is
unlikely that there will be new growth here soon.
[ obvious exits: N E ]
wher
* HP:Critical MV:Weary > Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
An enormous blight worm towers above you, making an eerie shrill scream.
* HP:Critical MV:Weary > Players in your Zone
--------------------
Hodor - Deep in the Valley
You catch a faint scent of a horse nearby.
* HP:Critical MV:Weary > n
Deep in the Valley
The dry brook ends here at the base of a large apple tree. The tree has
become twisted and defiled by the blighted soil and the black fruit it bears
is fodder for the scavenging worms and maggots that thrive in this
valley of death.
[ obvious exits: S W ]
An enormous blight worm towers above you, making an eerie shrill scream.
* HP:Critical MV:Weary > w
w
u
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
An enormous blight worm towers above you, making an eerie shrill scream.
* HP:Critical MV:Weary > n
In the Dismal Valley
Far below the blighted forest, no breeze reaches the valley floor. The
narrow winding channel in the rocky ground was once a babbling brook.
No water flows through the dry valley anymore as evidenced in the cracked
dirt of the dry stream and the dead grass on the hillside leading up to
the blighted forest.
[ obvious exits: E U ]
* HP:Critical MV:Weary > Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
* HP:Critical MV:Weary > The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
w
* HP:Critical MV:Weary > w
n
w
The Blackened Glade
From atop this small hill, the open glade sweeps before you to the north
and west. The blackened grass is wilted from the weight of its noxious,
oily discharge. Small flowers wilt in surrender to the oily plague.
[ obvious exits: N E W ]
A giant scorpion curls its jointed tail in preparation to attack.
A giant scorpion curls its jointed tail in preparation to attack.
A giant scorpion curls its jointed tail in preparation to attack.
* HP:Critical MV:Weary > w
The Blackened Glade
Here the open expanse of the decaying grassland ends at a huge mound
to the south. The mound is larger than typical mounds which serve as homes
for the ogier. There is an arched doorway framed in chiseled stone leading
into the mound, a weathered sign hangs above the door.
[ obvious exits: N E S W ]
* HP:Critical MV:Weary > The Blackened Glade
The tainted trees encircle this foul, desolate glade. Grass that once grew
tall and green lies rotted upon the malnourished soil. The oily black
excretion typical of this grove's malady coats the rotted blanket of grass.
[ obvious exits: E S W ]
A giant scorpion curls its jointed tail in preparation to attack.
* HP:Critical MV:Weary > A shrill piercing scream reverberates through the area.
A giant scorpion tickles your body with his hit.
You wish that your wounds would stop BLEEDING so much!
No way! You're fighting for your life!
k h.human
* HP:Critical MV:Weary - a giant scorpion: Healthy > bash
No way! You're fighting for your life!
* HP:Critical MV:Weary - a giant scorpion: Healthy > They aren't here.
* HP:Critical MV:Weary - a giant scorpion: Healthy > f
A giant scorpion tickles your body with his hit.
You wish that your wounds would stop BLEEDING so much!
Cancelled.
PANIC! You couldn't escape!
* HP:Critical MV:Weary - a giant scorpion: Healthy > look
Preparing to find this room on the map.
cha mood wimpy
f
The Blackened Glade
The tainted trees encircle this foul, desolate glade. Grass that once grew
tall and green lies rotted upon the malnourished soil. The oily black
excretion typical of this grove's malady coats the rotted blanket of grass.
[ obvious exits: E S W ]
Matching room found! Correcting map position.
A giant scorpion is here, fighting YOU!
* HP:Critical MV:Weary - a giant scorpion: Healthy > Mood changed to: Wimpy
You panic and attempt to flee!nt scorpion: Healthy >
A giant scorpion tickles your body with his hit.
You wish that your wounds would stop BLEEDING so much!
You flee head over heels.
The Blackened Glade
This once fragrant field of clover and wildflowers now has the distinctive
Failed to correct map position after fleeing.
odor of a compost heap. A thick layer of oily black plant life in decay
covers the ground throughout the glade.
[ obvious exits: E S W ]
* HP:Critical MV:Weary > look
Preparing to find this room on the map.
sc
A giant scorpion has arrived from the west.
The Blackened Glade
This once fragrant field of clover and wildflowers now has the distinctive
odor of a compost heap. A thick layer of oily black plant life in decay
covers the ground throughout the glade.
[ obvious exits: E S W ]
Matching room found! Correcting map position.
A giant scorpion curls its jointed tail in preparation to attack.
* HP:Critical MV:Weary > You have 26(392) hit and 45(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Weary > w
w
The Blackened Glade
The tainted trees encircle this foul, desolate glade. Grass that once grew
tall and green lies rotted upon the malnourished soil. The oily black
excretion typical of this grove's malady coats the rotted blanket of grass.
[ obvious exits: E S W ]
* HP:Critical MV:Weary > A giant scorpion has arrived from the east.
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]
* HP:Critical MV:Weary > w
s
Twist in the Forgotten Trail
Obscured by layer upon layer of needles and blackened dead leaves,
what you can see of the trail beneath is a dry soil of sickly gray. The trail
continues to the west and south and an opening into the woods can be
seen to the east.
[ obvious exits: E S W ]
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Critical MV:Weary > Trail Before the Cave
Thick trees prohibit travel to the east, and the trail continues north and
south. The unmistakable odor of decomposing animals comes from
an opening in the mound of rocks to the west.
[ obvious exits: N S W ]
* HP:Critical MV:Weary > wher
Players in your Zone
--------------------
Hodor - Trail Before the Cave
You catch a faint scent of a horse nearby.
* HP:Critical MV:Weary > wher
sc
Players in your Zone
--------------------
Hodor - Trail Before the Cave
You catch a faint scent of a horse nearby.
* HP:Critical MV:Weary > You have 40(392) hit and 37(241) movement points.
You have scored 27326866 experience points and 48 quest points.
You need 1173134 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
* HP:Critical MV:Weary > s
s
The Forgotten Trail
Not well traveled, this small trail displays the effects of the surrounding
blight. The dry diseased dirt yields nothing but rocks. The stunted plants
along the side of the trail are long dead and decaying.
[ obvious exits: N S ]
A huge misshapen bear with large tusks, howls hungrily.
A raven is here, watching.
A raven is visible flying high in the sky.
n
* HP:Critical MV:Haggard > n
Curve in the Forgotten Trail
Prickly shrubs and thickets line the trail which becomes very narrow
here as it curves to the north and west. Dark, forboding trees cower
under angry, threatening skies in the distance to the northeast.
[ obvious exits: N W ]
* HP:Critical MV:Haggard > k h.human
The Forgotten Trail
Not well traveled, this small trail displays the effects of the surrounding
blight. The dry diseased dirt yields nothing but rocks. The stunted plants
along the side of the trail are long dead and decaying.
[ obvious exits: N S ]
A huge misshapen bear with large tusks, howls hungrily.
A raven is here, watching.
A raven is visible flying high in the sky.
* HP:Critical MV:Haggard > Trail Before the Cave
Thick trees prohibit travel to the east, and the trail continues north and
south. The unmistakable odor of decomposing animals comes from
an opening in the mound of rocks to the west.
[ obvious exits: N S W ]
cha mood brave
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
Mood changed to: Brave
k h.human
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
k h.human
k h.human
They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > wher
k h.human
k h.human
Players in your Zone
--------------------
Hodor - Trail Before the Cave
You catch a faint scent of a horse nearby.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
k h.human
They aren't here.
* HP:Critical MV:Haggard > They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > A shrill piercing scream reverberates through the area.
They aren't here.
k h.human
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
k h.human
* HP:Critical MV:Haggard > k h.human
They aren't here.
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > prac
They aren't here.
* HP:Critical MV:Haggard > k h.human
You have got -1 practice sessions left.
You are skilled in the following:
bash (Superb)
shield parry (Awful)
long blades (Superb)
medium blades (Poor)
fencing blades (Poor)
attack (Superb)
search (Good)
track (Average)
notice (Superb)
* HP:Critical MV:Haggard > k h.human
They aren't here.
k h.human
* HP:Critical MV:Haggard > They aren't here.
* HP:Critical MV:Haggard > k h.human
They aren't here.
*Alb* has arrived from the north, riding a |1|.warhorse.
* HP:Critical MV:Haggard > You slash *Alb*'s right leg.
k h.human
* HP:Critical MV:Haggard - Alb: Critical > bash
You do the best you can!
= ard - Alb: Critical >
Your bash at *Alb* sends him sprawling!
This session you've landed 6 out of 13 bashes (46% landed)
* HP:Critical MV:Haggard - Alb: Critical > 00
You slash *Alb*'s right arm hard.
[change mood berserk]
Mood changed to: Berserk
* HP:Critical MV:Haggard - Alb: Critical >
You slash *Alb*'s right leg.
* HP:Critical MV:Haggard - Alb: Critical >
You slash *Alb*'s right leg.
* HP:Critical MV:Haggard - Alb: Critical > k h.human
k h.human
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > TICK IN 5 SECONDS.
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > k h.human
k h.human
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > You do the best you can!
k h.human
* HP:Critical MV:Haggard - Alb: Critical > k h.human
You slash *Alb*'s left arm.
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > You do the best you can!
k h.human
* HP:Critical MV:Haggard - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Haggard - Alb: Critical > k h.human
You do the best you can!
*ALB* SENDS YOU SPRAWLING WITH A POWERFUL BASH!
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Haggard - Alb: Critical > k h.human
A shrill piercing scream reverberates through the area.
*Alb* hacks your left leg.
You wish that your wounds would stop BLEEDING so much!
The night has begun.
Timer now at 61 secs.
Your heartbeat calms down more as you feel less panicked.
* HP:Critical MV:Weary - Alb: Critical >
*Alb* hacks your left arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Weary - Alb: Critical >
*ALB* PANICS AND ATTEMPTS TO FLEE!
y - Alb: Critical >
*Alb* leaves north riding a warhorse.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > sc
k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
You have 32(392) hit and 62(241) movement points.
You have scored 27328478 experience points and 48 quest points.
You need 1171522 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.
o HP:Critical MV:Weary > k h.human
They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > cha mood brave
They aren't here.
o HP:Critical MV:Weary > cha mood brave
cha mood brave
They aren't here.
o HP:Critical MV:Weary > cha mood brave
cha mood brave
Mood changed to: Brave
Wimpy reset to: 117 hit points.
cha mood brave
o HP:Critical MV:Weary > Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Weary > cha mood brave
Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Weary > Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Weary > cw0
Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Weary > Mood changed to: Brave
Wimpy reset to: 117 hit points.
o HP:Critical MV:Weary > Mood changed to: Brave
Wimpy reset to: 117 hit points.
n
o HP:Critical MV:Weary > k h.human
[change wimpy 0]
You won't flee from any fight now.
o HP:Critical MV:Weary > Twist in the Forgotten Trail
Obscured by layer upon layer of needles and blackened dead leaves,
what you can see of the trail beneath is a dry soil of sickly gray. The trail
continues to the west and south and an opening into the woods can be
seen to the east.
[ obvious exits: E S W ]
*Alb* is standing here, riding a |1|.warhorse.
An astonishingly tall and broad man stands here, with large tufted ears.
*Alb* hacks your right arm hard.
You wish that your wounds would stop BLEEDING so much!
* HP:Critical MV:Weary - Alb: Critical > bash
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > cha mood wimpy
f
k h.human
Cancelled.
Mood changed to: Wimpy
You panic and attempt to flee!Critical >
*Alb* hacks your right hand.
You wish that your wounds would stop BLEEDING so much!
An ogier joins Alb's fight!
k h.human
k h.human
You flee head over heels.
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
Correcting map position after fleeing.
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]
They aren't here.
o HP:Critical MV:Weary > k h.human
They aren't here.
o HP:Critical MV:Weary > They aren't here.
k h.human
o HP:Critical MV:Weary > They aren't here.
o HP:Critical MV:Weary > They aren't here.
00
o HP:Critical MV:Weary > k h.human
k h.human
[change mood berserk]
Mood changed to: Berserk
o HP:Critical MV:Weary > k h.human
They aren't here.
*Alb* has arrived from the west, riding a |1|.warhorse.
* HP:Critical MV:Weary > k h.human
You barely slash *Alb*'s body.
* HP:Critical MV:Weary - Alb: Critical > You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
You slash *Alb*'s body.
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
k h.human
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
*Alb* hacks your left leg.
You wish that your wounds would stop BLEEDING so much!
You barely slash *Alb*'s right hand.
*Alb* is stunned, but will probably regain consciousness...
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > k h.human
You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > You do the best you can!
* HP:Critical MV:Weary - Alb: Critical > sc
HP:Critical MP:Weary
You have scored 27328105 experience points and 48 quest points.
You need 1171895 exp to level and 27 qp to rank.
You have amassed 97 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are fighting Alb.
* HP:Critical MV:Weary - Alb: Critical > look
Preparing to find this room on the map.
You slash *Alb*'s body.
*Alb* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Alb*'s death cry.
Within the Dark Grove
Mutilated by the blight which continues to pillage the grove, the trees
that once stood so strong now stand helpless against the death and
destruction enshrouding them. Leafless branches hang broken and
spiritless. Dead leaves carried on the breeze scrape along the dry ground.
[ obvious exits: N E S W ]
Matching room found! Correcting map position.
The corpse of Alb is lying here.
|1|.A warhorse is here, stamping his feet impatiently.
o HP:Critical MV:Weary > sc
cha mood brave
You have 2(392) hit and 58(241) movement points.
You have scored 27328364 experience points and 48 quest points.
You need 1171636 exp to level and 27 qp to rank.
You have amassed 112 Turn points to date.
You have played 3 days and 14 hours (real time).
This ranks you as Hodor the Diseased Molestor [Ghar'ghael 3] (Level 33).
You are standing.