rofl

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Walker
Posts: 142
Joined: Wed Jun 17, 2015 10:38 pm

Re: rofl

Post by Walker » Wed Feb 18, 2026 3:25 pm

o S HP:Beaten MV:Tiring > 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 ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a trolloc leaving north.
A sickly, skinny deer stands here in a daze.
An astonishingly tall and broad man stands here, with large tufted ears.
A raven has arrived from the north.

* S HP:Beaten MV:Tiring > kill demodar
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 ]
There are some bloody traces of a human leaving up.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a human leaving north.
There are some tracks of a ridden mount leaving up.
There are some tracks of a humanoid leaving west.
*Demodar* is standing here.
An enormous blight worm towers above you, making an eerie shrill scream.

o S HP:Beaten MV:Tiring > kill demodar
You smite *Demodar*'s right foot very hard.
*Demodar* panics, and attempts to flee!

o S HP:Beaten MV:Tiring - Demodar: Critical > kill demodar
You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > kill demodar
You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > You do the best you can!

kill demodar
o S HP:Beaten MV:Tiring - Demodar: Critical > You do the best you can!

kill demodar
o S HP:Beaten MV:Tiring - Demodar: Critical > You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > kill demodar
You try to smite *Demodar*, but he parries successfully.
The enormous worm barely tickles your head with its hit.
You wish that your wounds would stop BLEEDING so much!

You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > kill demodar
You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > You do the best you can!

o S HP:Beaten MV:Tiring - Demodar: Critical > change mood wimpy
flee
change mood brave
Mood changed to: Wimpy

kill demodarn MV:Tiring - Demodar: Critical >
You panic and attempt to flee!
*Demodar* leaves north.
*Demodar* has arrived from the north.


*Demodar* leaves up.

You flee head over heels.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Correcting map position after fleeing.
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 ]
There are some bloody traces of a human leaving south.
There are some bloody traces of a human leaving down.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving down.
There are some tracks of a ridden mount leaving south.
*Demodar* is standing 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.
A black tree with bloated leaves sprouts from the ground, branches quivering.
The smell of death fades as you move further...
Mood changed to: Brave
*Demodar* leaves south.

o S HP:Beaten MV:Tiring > They aren't here.

o S HP:Beaten MV:Tiring > n

The blighted tree tickles your left leg with its hit.
You wish that your wounds would stop BLEEDING so much!

The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!
The blighted tree tickles your left arm with its hit.
You wish that your wounds would stop BLEEDING so much!

The blighted tree tries to hit you, but you deflect the blow.
You smite the blighted tree's trunk into bloody fragments!
The blighted tree tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!


o S HP:Beaten MV:Tiring - the blighted tree: Hurt > n
No way! You're fighting for your life!

o S HP:Beaten MV:Tiring - the blighted tree: Hurt > No way! You're fighting for your life!

o S HP:Beaten MV:Tiring - the blighted tree: Hurt > change mood wimpy

*Jestin* has arrived from the south, riding a shadow stallion.
A Samma N'Sei warrior has arrived from the south.

o S HP:Beaten MV:Tiring - the blighted tree: Hurt > flee
Mood changed to: Wimpy

e
You panic and attempt to flee!blighted tree: Hurt >
*Jestin* leaves north riding a shadow stallion.
A Samma N'Sei warrior leaves north.

n
e
n
e
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 ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
The blight bear stands on its haunches, roaring madly.
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 ]

o S HP:Beaten MV:Tiring > 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 trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o S HP:Beaten MV:Tiring > The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.

o S HP:Beaten MV:Tiring > 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 ]
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
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 hawk is visible flying high in the sky.

o S HP:Beaten MV:Tiring > Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > n
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
The blight bear stands on its haunches, roaring madly.

o S HP:Beaten MV:Tiring > s
s
w
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 ]
There are some bloody traces of a human leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a trolloc leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
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 hawk is visible flying high in the sky.

s
o S HP:Beaten MV:Tiring > w
The Blight
Through the endless expanse of decayed and rotting matter, you continue on in
despair. You are eager to move on, and escape this foul place. Unfortunately,
there appears to be no end in sight.
[ obvious exits: N W ]
There are some bloody traces of a human leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving north.

o S HP:Beaten MV:Tiring > The Blight
The Blight streches out around you. Small hills and stunted growth fill
the terrain, leaving a clear path to the east and south. The air is rife
with pestilence, the dry earth laden with massive cracks.
[ obvious exits: E S ]
There are some bloody traces of a human leaving east.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

o S HP:Beaten MV:Tiring > The Blight
The putrid stench of decomposing plants fills your nostrils. The sharp tang of
bile rises in your throat as you look hopelessly for a path to follow. The
clammy air clings to your skin, causing droplets of water to bead unpleasantly
on your face and clothing.
[ obvious exits: N W ]
There are some bloody traces of a human leaving north.

o S HP:Beaten MV:Tiring > The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
There are some bloody traces of a human leaving north.
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a human leaving east.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving north.
The blight bear stands on its haunches, roaring madly.

o S HP:Beaten MV:Tiring > s
s
The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving south.

o S HP:Beaten 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 trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a human leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving south.
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 S HP:Beaten MV:Tiring > e
e
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 ]
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving west.

o S HP:Beaten 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 ]

o S HP:Beaten MV:Tiring > s
s
s
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 ]
There are some tracks of a trolloc leaving west.
A small stick is lying on the ground here.

o S HP:Beaten 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 ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.

o S HP:Beaten MV:Tiring > Path to Tarwin's Gap
To the south lies Tarwin's Gap, pathway to the Borderlands, while to the
north the Blight awaits. The ground here is well trod, clear of vegetation
from the tramping of booted and hooved feet. Further south, the path leads
into the hills that stand before the Mountains of Dhoom.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving south.

o S HP:Beaten MV:Tiring > e
e
Near the Foothills
Towering black peaks claw the south sky, visible beyond the low hills.
Twisted and gnarled trees and scrub stud the rocky ground here, a fitting
companion to the heavy stench of decay and death. To the west is the path to
Tarwin's Gap, while to the north the Blight stretches on as far as the eye
can see.
[ obvious exits: S W ]

o S HP:Beaten MV:Tiring > Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > e
s
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > Edge of the Foothills
The black peaks of the Mountains of Dhoom resemble giant claws reaching
towards the south sky. To the west, a well-travelled path cuts through the
hills, which are covered with small, twisted trees and scrub. Decay and death
are in the air, the stench of the Blight, which stretches far to the north.
[ obvious exits: N E W ]

o S HP:Beaten MV:Tiring > w
s
s
Path to Tarwin's Gap
Tarwin's Gap can be seen to the south, a break in the impenetrable Mountains
of Dhoom. To either side, rolling foothills mark the transition from mountain
to level ground, while to the north, the Blight stretches on, seemingly
endless. A cold breeze can be felt, as the winds that sweep through the Gap
gather here.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a trolloc leaving north.

s
o S HP:Beaten MV:Tiring > Outside Tarwin's Gap
To the south, a break in the seemingly endless mountains is Tarwin's Gap.
Vast black peaks topped with snow seem impenetrable from here. The chilly
wind blows south through the gap, carrying the stench of the Blight with it.
To the north, the path continues through the hills, leading to the Blight
beyond.
[ obvious exits: N E S W ]
s
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.

o S HP:Beaten MV:Tiring > s
Entering the Gap
Here, just before the gap, the sheer granite that makes the sides of the gap
tower over this spot. The Blight lies to the north, awaiting more victims,
the sickly sweet stench of its corruption wafting in. The gap itself leads
south through the mountains. By looking carefully, a pair of paths that lead
around the gap can be seen to the east and west.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.

o S HP:Beaten MV:Tiring > change mood brave
In the Gap
From here, the sides of the gap loom menacingly over you, and a chill wind
channels through the mountains from the north. A smell hangs in the air,
torro and over-ripe. You can watch all the way north from here, seeing over
a vast area.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.

o S HP:Beaten MV:Tiring > s
Tarwin's Gap
Here in Tarwin's Gap the Mountains of Dhoom loom menacingly over the pass.
Small pebbles occasionally shower onto the ground from the mountains above,
landing among the sparse, wiry grass that grows here. To the north, the gap
continues onwards, leading deeper into the Blight, while to the south the a
large pile of boulders lie scattered on the ground. A chilly wind, funneled
by the tall mountains to either side, blows through the gap.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.

s
o S HP:Beaten MV:Tiring > Tarwin's Gap
Boulders of all sizes litter the ground here, but do not impede passage. A
half-buried white rock stands out among the brown and black boulders. Walls
of black granite loom over the pass, funneling a chill wind through. The
rank stench of the Blight is strong here, so close to that twisted forest.
Glancing around, one can tell that the gap continues to the north and south.
[ obvious exits: N S ]
s
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Winded > Mood changed to: Brave

* S HP:Beaten MV:Winded > Tarwin's Gap
To either side the tall walls of Tarwin's Gap loom overhead, with the pitch
black peaks of the Mountains of Dhoom beyond. Small tufts of grass poke out
of the rocky soil, among the debris that litters the ground. The way seems
cluttered with boulders to the north, but the gap continues to the south.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving south.
There are some tracks of a ridden mount leaving north.

o S HP:Beaten MV:Winded > Inside the Gap
Just to the south, Tarwin's Gap opens out into a large rocky opening among
the foothills of the Mountains of Dhoom. Tall walls loom over the rocky soil
to either side of the pass, casting shadows onto the rocky soil. Sparse tufts
of wiry grass are scattered among the rocks here, and an occasional pebble
comes tumbling down.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of an animal leaving north.
There are some tracks of a ridden mount leaving north.
A flock of ravens is circling in the air, searching for prey.
A black wolf growls loudly, poised to leap.
A black wolf growls loudly, poised to leap.

o S HP:Beaten MV:Winded > Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ] [ W: bush ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
A large rock sits upright with strange markings on its sides.

o S HP:Beaten MV:Winded > s
s
Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a ridden mount leaving south.

o S HP:Beaten MV:Winded > Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N E S W ] [ E: passage ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a dreadlord leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a ridden mount leaving north.

o S HP:Beaten MV:Winded > n

The flock of ravens eye you briefly, then flap their wings.

o S HP:Beaten MV:Winded > n
e
Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]
e
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.

o S HP:Beaten MV:Winded > Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ] [ W: bush ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a human leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving north.
A large rock sits upright with strange markings on its sides.

o S HP:Beaten MV:Winded > n
East Path
Little black rocks litter the ground, making footing in the already narrow
path even more treacherous. The jagged black peaks of the Mountains of Dhoom
stab into the sky to the east, as well as to the west across the gap, which
lies under the path. The path heads west towards the gap, and continues
north through the mountains.
[ obvious exits: N W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.

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

s
o S HP:Beaten MV:Winded > e
East Path
The path dips diagonally, bending around a jumble of boulders to the north.
Under the ledge to the west, Tarwin's Gap makes its way through the Mountains
of Dhoom, and slipping and falling down the slope is all too likely. The black
granite of the mountains to the other side blocks passage, letting the path
continue to the south and east.
[ obvious exits: E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving east.

o S HP:Beaten MV:Winded > e
East Path
This path continues to the south and west, winding its way through the jagged
edges of the mountains. The path appears to be quite worn, and well travelled.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.

e
o S HP:Beaten MV:Winded > Eastern Path
This path winds its way through the mountainous terrain. It appears quite wide
and well travelled, suggesting that a settlement must be near. The path bends
to the north and east here, all other travel is obscured by the black granite
of the Mountains of Dhoom.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.

o S HP:Beaten MV:Winded > Path to Lockshear
The black granite of the Mountains of Dhoom begins to become shrouded by
scattered trees and ground cover in this area and rises up to become solid
forest to the east. The wind from the gap shrills through the trees and rock
and whistles its way down the path as it cuts through the thick forest to the
east and leads back west across the rocky terrain. A weather-beaten sign stands
to the south of the path.
[ obvious exits: E S W ]
take fluid container
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.

o S HP:Beaten MV:Winded > quaff fluid
Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the east and west
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. The path continues on west through the trees where a larger road
can be glimpsed.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.

o S HP:Beaten MV:Winded > e
Along a Well-Travelled Path
The thick forest walls rise up on either side to shroud the north and south
running path that cuts through its heart, little of the forest can be seen for
the trees. The path itself is hard packed from hard use by men, wagons and
hooved beasts. To the distant east a tall log palisade can be seen rising up to
block the only easy route through the thick trees.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
A merchant stands here, whistling softly.

* S HP:Beaten MV:Winded > e
You get a thin vial of yellow fluid from a belt pack.

e
* S HP:Beaten MV:Winded > e
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Beaten MV:Tiring > Along a Well-Travelled Path
The forest to either side of the road thins slightly as the log palisade and
the cleared area before its walls looms closer to the east. It is apparent even
from this distance that there is no portal through the defenses of the wall on
this side.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving west.

o S HP:Beaten MV:Tiring > West of the Palisade - Along a Well Travelled Path
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east and the hard packed
ground of the road widens this clear zone of fire for the archers on the wall.
The road splits upon the balwark of the palisade to head both north and south
around it.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A raven is here flying around.

o S HP:Beaten MV:Tiring > Alas, you cannot go that way...

s
o S HP:Beaten MV:Tiring > s
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > s
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, the well travelled
path that follows the hard line of the palisade keeps the tenacious forest from
beginning to reclaim the land. To the north you can see where the path splits,
branching to the west and continueing northwards.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A Lockshear militiaman glares at his surroundings.

o S HP:Beaten MV:Tiring > e
West of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the east, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further south the well-travelled path
stretches around the corner of the palisade and heads east.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
The local wisdom is here, caring for the village.

e
o S HP:Beaten MV:Tiring > Southwest of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the northeast, the well
travelled path that follows the hard line of the palisade keeps the tenacious
forest from beginning to reclaim the land. Here the path curves heading north
and east.
[ obvious exits: N E ]
e
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.

o S HP:Beaten MV:Tiring > e
South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The further west the well-travelled path
stretches around the corner of the palisade and heads north.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.

o S HP:Beaten MV:Tiring > South of the Palisade
The thick forest wall has been painstakenly cleared from the first few dozen
feet in front of the log palisade that lies to the north, but the tenacious
forest is already beginning to reclaim the land as it sends forth saplings and
sprouts to assualt the barren ground. The log wall stretches farther to the
east and is breached by a gate to the east.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
A raven is here flying around.

o S HP:Beaten MV:Tiring > Before the Gates of Lockshear
The tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north. The forest has been pushed back to either
side of the well used path and cleared from the log walls that make up the
settlements meager defenses. The path stretches south into the trees. The
tall wooden palisade that makes up the gate to the village of Lockshear
stand before you to the north.
[ obvious exits: N E W ] [ N: gate ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
A man gambles away his purse.
A poor, solemn villager walks by.

* S HP:Beaten MV:Tiring > South of the Palisade
The thick forest wall has been painstakingly cleared from the first few
dozen feet in front of the log palisade that lies to the north, but the
tenacious forest is already beginning to reclaim the land as it sends forth
saplings and sprouts to assault the barren ground.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.

o S HP:Beaten MV:Tiring > e
e
e
Overgrown Path
Dry grass and broken limbs cover the narrow path so that the ground can barely
be seen. This turn in the path runs along the outer wall of Lockshear, and
leads to the east and west from here.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.

o S HP:Beaten MV:Tiring > n
A Sparse Path
Piles of broken limbs cover the dead grass on this sparse trail outside
Lockshear. Here the path takes a sharp turn and leads north and west.
[ obvious exits: N W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving north.

o S HP:Beaten MV:Tiring > n
Alas, you cannot go that way...

n
o S HP:Beaten MV:Tiring > Dwindling Path Through the Rubble
This path, scattered with broken limbs and debris, runs along the outer wall of
Lockshear. Seemingly not well-travelled, it has become hard to see the ground
beneath the rubble, and the path disappears behind a pile of debris to the
north. The only direction this path seems to lead is south.
[ obvious exits: N S ] [ N: rubble ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.

o S HP:Beaten MV:Tiring > e
Through the Rubble
The twisting path weaves itself through the sea of rubble and rock that is the
remains of one of the great towers. Hardly a clear spot or stable rock exists
to place a foot without a broken limb. In the distance, past the remains of the
broken walls to the east, broken hills dotted with rotted trees can be seen.
[ obvious exits: E S ] [ S: rubble ]
A huge misshapen bear with large tusks, howls hungrily.

o S HP:Beaten MV:Tiring > n
Alas, you cannot go that way...

e
o S HP:Beaten MV:Tiring > Past the Broken Tower
To the west the shattered remains of a stone tower creates a maze of nearly
impassible rock and debris. The immediate area is passable only be weaving
through the remnants of granite fortifications and crumbling stone walls. The
blight can be seen erroding life amongst the broken hills to the east.
[ obvious exits: E W ]
e
There are some bloody traces of a trolloc leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.

o S HP:Beaten MV:Tiring > Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > s
Beginning of the Broken Hills
Lying between the broken walls far to the west and the barren looking hills
that precede the harsh looking mountains to the southeast this open stretch of
land seems almost untouched in comparison. However the smell of rotting
vegetation quickly reminds one of their position.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
A raven is here flying around.

e
o S HP:Beaten MV:Tiring > The Broken Hills
A narrow path cuts its way into the steep hills leading towards the mountains
beyond. The packed soil allows for sure footing along the trail. Small patches
of short grass attempt survive the blight rotting them to the root, while
scattered through the hills large pines give off the smell of decaying wood.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A huge misshapen bear with large tusks, howls hungrily.

o S HP:Beaten MV:Tiring > Before the Mountain Pass
The broken hills to the northwest give way to high spans of rock and soil that
make up the nameless peaks forming an impassive barrier across this land. A
single crack in the armor of the mountains begins here, a narrow pass working
its way through the shield of stone towards the lands of the south.
[ obvious exits: N E ]
s
There are some bloody traces of a trolloc leaving east.

o S HP:Beaten MV:Tiring > e
Deception Pass
The cold ground is covered in packed dirt and small clumps of grass with a few
weeds mixed about. Dark stones occasionally just from the ground, waiting to
trip the unwary traveller. Pine branches loom overhead shielding the trail from
any direct light above while tall grass and bushes grow dispersed among the
pines themselves along the path. All the foliage sways smoothly as the chilling
wind blows briskly from the north.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
There are some tracks of a humanoid leaving south.

s
o S HP:Beaten MV:Tiring > e
Deception Pass
Short grass and weeds grow wildly covering the trail, small rocks and soil lay
in a pile against the mountain side apparently from a smal avalance. Large
pines grow skyward with their outstretched branches looming above the trail,
some of their roots made visible where dirt has eroded from the cliff face. The
sound of the wind howling rips through the pass as the cold air rushes south
carrying with it loose soil and debris.
[ obvious exits: N S ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Tiring > s
Alas, you cannot go that way...

o S HP:Beaten MV:Tiring > Deception Pass
Sheer mountain walls of reddish brown rock line the earthen trail, ominous
pines stretch their thick branches forming a living ceiling above. Short grass
sways in a violent motion pushed by a stark wind roaring from the north
bringing with it dust and debris. A log, approximately the girth of a mans
waist lays fallen diagonally across the trail, its trunk already fallen victim
to red worms and beetles.
[ obvious exits: N S ] [ W: grass ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
A handsome stag stands here, ready to run.
A handsome stag stands here, ready to run.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Tiring > e
Alas, you cannot go that way...

e
o S HP:Beaten MV:Tiring > Deception Pass
Branches of pine trees lining the trail loom above shielding the pass floor
from any direct light above. The light that does get through creates moving
shadows along the hard ground and mountain walls, the reddish brown rock and
soil further lend themselves to the shadowy effect. Tufts of grass and some
weeds break through the packed soil and fallen pine cones dot the landscape.
The cold north wind howls with an urgent fury as it carries dust and leaves.
[ obvious exits: N E ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving east.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Tiring > Deception Pass
A chilling wind blows here howling from the west and causing the short grass
upon the trail to sway violently to the south. Small stones in the ground lay
undisturbed but pine needles float freely through the sky shaken loose from
their branches looming above the trail. Ominous cliff walls framing the trail
make travel possible only to the north or south.
[ obvious exits: S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of an animal leaving south.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Tiring > Alas, you cannot go that way...

s
o S HP:Beaten MV:Tiring > e
Deception Pass
Small stones jut out of the dirt and patches of short grass grace the trail
while tall pines and large shrubs can be found to either side. Sheer cliffs of
reddish brown rock shield the trail from the sun, light bounces off the sheer
rock face casting dancing shadows upon the pass. Twigs and leaves are carried
carried along by a frigid wind howling out of the north.
[ obvious exits: N S ]
e
There are some bloody traces of a trolloc leaving south.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
A trolloc is here, exhorting a group of trolloc raiders.
A handsome stag stands here, ready to run.
A trolloc is here, exhorting a group of trolloc raiders.

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

o S HP:Beaten MV:Winded > kill demodar
Alas, you cannot go that way...

o S HP:Beaten MV:Winded > They aren't here.

s
o S HP:Beaten MV:Winded > e
e
Deception Pass
The pass widens a bit but still remains enclosed by high mountain slopes
rising upwards to the clouds. Pine cones and branches cover the stone marked
earth while small patches of short grass cover the trail, the packed ground
allowing for a sure footing. Blueberry bushes and tall grass grows among the
pine trees surrounding the trail, all swaying in the cold wind coming from
the north.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving west.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A bearlike lump of rotten flesh lumbers around in here.

o S HP:Beaten MV:Winded > kill demodar
Deception Pass
Large pine trees grow up the steep slopes to either side of the trail, their
outstretched branches casting moving shadows upon the ground and hindering any
direct sunlight. Short grass grows in small patches along the trail and an
occasional weed can be found among them. A chilling breeze flows from the west
carrying with it dust and debris touching all in its path.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving west.
A handsome stag stands here, ready to run.

o S HP:Beaten MV:Winded > Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving south.

o S HP:Beaten MV:Winded > They aren't here.

o S HP:Beaten MV:Winded > e
kill demodar
The sun rises.
The clouds disappear.
Your heartbeat calms down more as you feel less panicked.
Timer now at 55 secs.
Timer now at 61 secs.
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
A trolloc is here, exhorting a group of trolloc raiders.

* S HP:Beaten MV:Tiring > They aren't here.

* S HP:Beaten MV:Tiring > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Tiring > Alas, you cannot go that way...

* S HP:Beaten MV:Tiring > They aren't here.

* S HP:Beaten MV:Tiring > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Tiring > Alas, you cannot go that way...

* S HP:Beaten MV:Tiring > They aren't here.

open door north
n
kill demodar
* S HP:Beaten MV:Tiring > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Tiring > Alas, you cannot go that way...

* S HP:Beaten MV:Tiring > open door north
n
kill demodar
They aren't here.

* S HP:Beaten MV:Tiring > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Tiring > Alas, you cannot go that way...

* S HP:Beaten MV:Tiring > open door north
n
kill demodar
They aren't here.

* S HP:Beaten MV:Strong > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

* S HP:Beaten MV:Strong > open door north
n
kill demodar
They aren't here.

* S HP:Beaten MV:Strong > open door north
n
kill demodar
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

* S HP:Beaten MV:Strong > They aren't here.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

open door north
* S HP:Beaten MV:Strong > They aren't here.

open door north
* S HP:Beaten MV:Strong > open door north
open door north
open door north
A Ko'bal trolloc slashes your left leg.
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > No way! You're fighting for your life!

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > They aren't here.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > No way! You're fighting for your life!

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > They aren't here.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > Ok.
The cliffwall closes quietly.

nar demodar kk crit
* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > Navani narrates 'on pardor 3 tree'
No way! You're fighting for your life!

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Healthy > You smite a Ko'bal trolloc's body into bloody fragments!
A Ko'bal trolloc barely slashes your body.
They aren't here.

open door north
* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > change mood wimpy
f
Ok.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > It's already open!
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > You narrate 'demodar kk crit'

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > Mood changed to: Wimpy

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


You flee head over heels.
Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
Correcting map position after fleeing.
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.

* S HP:Beaten MV:Strong >
A Ko'bal trolloc has arrived from the east.

* S HP:Beaten MV:Strong > naron
e
Arglebargle, glop-glyf!?!

* S HP:Beaten MV:Strong > Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.

* S HP:Beaten MV:Strong > nar on
open door north
You narrate 'on'

* S HP:Beaten MV:Strong > n
A Ko'bal trolloc has arrived from the west.
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

kill dark
* S HP:Beaten MV:Strong > They aren't here.

* S HP:Beaten MV:Strong > w
Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ] [ N: cliffwall ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.

2
* S HP:Beaten MV:Strong > The master of scouts narrates 'Demodar was spotted Tarwins Gap'
[hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > e
2
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A trolloc is here, exhorting a group of trolloc raiders.

* S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > open door north
n
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

* S HP:Beaten MV:Strong > w
Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ] [ N: cliffwall ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.

* S HP:Beaten MV:Strong > rem sword
draw dagger
You stop using the ancient greatsword, Justice.

* S HP:Beaten MV:Strong > You try to quietly draw a Saldaean field knife from a patchwork cloak of animal hides.

* S HP:Beaten MV:Strong > e
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A trolloc is here, exhorting a group of trolloc raiders.

* S HP:Beaten MV:Strong > open door north
n
Ok.
The cliffwall closes quietly.

2
* S HP:Beaten MV:Strong > 3
Alas, you cannot go that way...

* S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > [ba h.dark]
Backstab who?

* S HP:Beaten MV:Strong > open door north
n
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > 2
Alas, you cannot go that way...

3
* S HP:Beaten MV:Strong > A Ko'?bE cGwl?@[ p^DZ 'YxB N?TIHMlX@ NvK Q[Ct Y`@ NQuOfb fkAy aELaRV '
A Ko'bal trolloc barely slashes your body.
You wish that your wounds would stop BLEEDING so much!

You try to pierce a Ko'bal trolloc, but he parries successfully.
A Ko'bal trolloc slashes your body.
You wish that your wounds would stop BLEEDING so much!

[hide ]
No way! You're fighting for your life!

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > [ba h.dark]
No way! You're fighting for your life!

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > open door north
f
Ok.

You panic and attempt to flee!'bal trolloc: Scratched >
The cliffwall closes quietly.

2

PANIC! You couldn't escape!
flee

* S HP:Beaten MV:Strong - a Ko'bal trolloc: Scratched > [hide ]
No way! You're fighting for your life!

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


A Ko'bal trolloc barely slashes your body.

2

You flee head over heels.
Deception Pass
High mountain walls rise to either side of the narrow trail making for passage
Correcting map position after fleeing.
only possible to the north and west. Large pines grow from the slopes, green
moss clinging to the rough bark. Small stones and tufts of short grass break up
the cold earthen ground. Chipmunks jump from tree to tree dropping acorns as
they stumble. A gentle breeze flows from the west carrying the fresh scent of
forest pine.
[ obvious exits: N W ]
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving west.
There are some tracks of an animal leaving west.
There are some tracks of a humanoid leaving north.

* S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > where
Players in your Zone
--------------------
Walker - Deception Pass
You catch a scent of shadowspawn nearby.

* S HP:Beaten MV:Strong > w
w
2
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.
A trolloc is here, exhorting a group of trolloc raiders.

* S HP:Beaten MV:Strong > Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ]
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving west.

* S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > where
A Ko'bal trolloc has arrived from the east.
Players in your Zone
--------------------
Walker - Deception Pass
You catch a scent of shadowspawn nearby.

* S HP:Beaten MV:Strong > e
2
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: E W ] [ N: cliffwall ]
There are some bloody traces of a human leaving west.
There are some bloody traces of a human leaving east.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving west.

* S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Strong > open door north
n
hide
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Alas, you cannot go that way...

* S HP:Beaten MV:Strong > You attempt to hide yourself.

* S HP:Beaten MV:Strong > open door north
open door north
open door north
Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

open door north
* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > open door north
open door north
open door north
Ok.
The cliffwall closes quietly.

open door north
open door north
* S HP:Beaten MV:Strong > open door north
open door north
open door north
open door north
Navani narrates 'omw there'
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > TICK IN 5 SECONDS.
Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.

* S HP:Beaten MV:Strong > It's already open!

* S HP:Beaten MV:Strong > It's already open!
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > Ok.
The cliffwall closes quietly.

* S HP:Beaten MV:Strong > nar he spamming cliffwall shut
You narrate 'he spamming cliffwall shut'

* S HP:Beaten MV:Strong > open door north
open door north
open door north
Ok.

open door north
* S HP:Beaten MV:Strong > It's already open!

open door north
* S HP:Beaten MV:Strong > It's already open!

* S HP:Beaten MV:Strong > It's already open!

* S HP:Beaten MV:Strong > nar
It's already open!

* S HP:Beaten MV:Strong > n
Yes, narrate, fine, narrate we must, but WHAT???

* S HP:Beaten MV:Strong > 2
A Hidden Shelter
Soft grey stone walls curve to a jagged arch in the ceiling as small beads of
moisture drip from cracks in the rock. The stone floor is damp and slick to
the touch, almost a slimy feel to it. Loose stones and pebbles break up the
monotony of the ground, the remains of a campfire long since burned lay in
the corner surrounded by some straw spread upon the ground. The air is cool
and refreshing, a slight breeze circulates throughout the cave preventing any
odors from lingering too long.
[ obvious exits: S W ] [ S: stones ]
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

3
o S HP:Beaten MV:Strong > [hide ]
You attempt to hide yourself.
Neveon narrates 'same'

o S HP:Beaten MV:Strong > [ba h.dark]
Backstab who?

o S HP:Beaten MV:Strong > w
2
Hidden Entrance
A small natural cavern of smooth grey stone opens up revealing a set of double
iron doors to the north from which a slight breeze stirs. The air is cool and
damp, its freshness stands in contrast to the shadowed and lonely surroundings
From cracks high up in the wall, small beads of water slowly drip down ending
in small dark puddles scattered throughout the cave. The lowest point of the
ceiling arches approximately five spans above the floor.
[ obvious exits: N E ]
A trolloc is here, exhorting a group of trolloc raiders.

3
o S HP:Beaten MV:Strong > A Ko'bal trolloc barely cleaves your body.
You wish that your wounds would stop BLEEDING so much!

You pierce a Ko'bal trolloc's right hand hard.
A Ko'bal trolloc barely cleaves your left leg.
You wish that your wounds would stop BLEEDING so much!

Your extra burst of stamina fades.
Timer now at 62 secs.
Your heartbeat calms down more as you feel less panicked.
[hide ]
No way! You're fighting for your life!

o S HP:Beaten MV:Fresh - a Ko'bal trolloc: Scratched > n
[ba h.dark]
No way! You're fighting for your life!

2
o S HP:Beaten MV:Fresh - a Ko'bal trolloc: Scratched > No way! You're fighting for your life!

3
o S HP:Beaten MV:Fresh - a Ko'bal trolloc: Scratched > [hide ]
No way! You're fighting for your life!

f
o S HP:Beaten MV:Fresh - a Ko'bal trolloc: Scratched > [ba h.dark]
No way! You're fighting for your life!

2
o S HP:Beaten MV:Fresh - a Ko'bal trolloc: Scratched > 3
You panic and attempt to flee!

You flee head over heels.
Mountain Fortress
The entrance to the mountain fortress is enshrouded by a steel gate to the
Correcting map position after fleeing.
north and a large iron door to the south. The walls once held lanterns, but
these are now shattered and the oil leaves mysterious stains on the cold grey
walls. The shredded remains of two large red banners hang from the ceiling.
[ obvious exits: N E S W ] [ N: gate ]
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
[hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Full > [ba h.dark]
Backstab who?

* S HP:Beaten MV:Full > n
2
A Ko'bal trolloc has arrived from the south.
A Wide Corridor
The polished stone floor brilliantly reflects the light brought upon by several
burning lanterns affixed to the finely crafted grey stone walls. A small banner
hangs suspended high above the floor, its tassles slowly ruffling as a gentle
breeze makes its way throughout the corridor. With the breeze comes the various
stale odors of sweat and lamp oil, each trying to overpower the other but yet
each maintaining its own identity so as not to be mistaken. Metallic sounds are
heard coming from the north while small doorways lead both to the east and
west.
[ obvious exits: N E S W ] [ S: gate ]
*Demodar* is standing here.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Full > z
[hide ]
You attempt to hide yourself.

o S HP:Beaten MV:Full > [scan ]
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.

o S HP:Beaten MV:Full > 3

*Demodar* closes the gate.

[ba h.dark] >
You silently approach your victim...


The gate is opened from the other side.
A Ko'bal trolloc has arrived from the south.
*Demodar* panics, and attempts to flee!
*Demodar* leaves west.

-
*Demodar* has arrived from the west.


*Demodar* makes a strange sound as you place a Saldaean field knife in his back!
*Demodar* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Demodar*'s death cry.

o S HP:Beaten MV:Full > g
open door south
s

A Ko'jun bLKFiVP k[OQ 'Kgz bhP^@\YJN f@v WweI cLN oKyB\i ^esc IrBr?a '
A Ko'bal trolloc tickles your right arm with his cleave.
You wish that your wounds would stop BLEEDING so much!

A Ko'bal trolloc joins a Ko'bal trolloc's fight!
A Ko'bal trolloc joins a Ko'bal trolloc's fight!

o S HP:Beaten MV:Full - a Ko'bal trolloc: Scratched > nar rip
f
[get all corpse]
You get a pair of gleaming metal boots from the corpse of Demodar.
You get a pair of thick, gold-plated greaves from the corpse of Demodar.
You get a belt pack from the corpse of Demodar.
You get a shiny copper dagger from the corpse of Demodar.
You get a bronze belt of odd design from the corpse of Demodar.
You get the Hatchet of Hawkwing from the corpse of Demodar.
You get a silver etched shield from the corpse of Demodar.
You get a jeweled wristcuff from the corpse of Demodar.
You get a jeweled wristcuff from the corpse of Demodar.
You get a sturdy pair of full leather gauntlets from the corpse of Demodar.
You get a pair of polished, gold-plated vambraces from the corpse of Demodar.
You get an embroidered, cotton shoulder bag from the corpse of Demodar.
You get a black, silver-embroidered cape from the corpse of Demodar.
You get an engraved gold-plated breastplate from the corpse of Demodar.
You get a sapphire whirlwind pendant from the corpse of Demodar.
You get a sapphire whirlwind pendant from the corpse of Demodar.
You get a gold-chased morion with an engraved silver comb from the corpse of Demodar.
You get a gold ring delicately carved with ivy from the corpse of Demodar.
You get a gold ring delicately carved with ivy from the corpse of Demodar.
You get a silver whirlwind badge from the corpse of Demodar.

demodar
Posts: 10
Joined: Tue Jan 20, 2026 8:15 am

Re: rofl

Post by demodar » Wed Feb 18, 2026 3:35 pm

haha ye that was a rofl for sure, worst performance of my life.

I was actually blushing when I had to resolve to spamming a door shut! Had nfc what to do though, I was at single digits with INSANE fleelag and u were fragging me unbashed through freshly mended heavy combo.

Leon
Posts: 18
Joined: Thu Jan 08, 2026 11:31 am

Re: rofl

Post by Leon » Wed Feb 18, 2026 6:06 pm

He’s beat and presumably in abs. Go deeper in and make him find you while buying a tic for hp and hopefully making him lose hp.

Absolutely awesome log. I can’t believe you went in there after seeing Jestin. Lotm

demodar
Posts: 10
Joined: Tue Jan 20, 2026 8:15 am

Re: rofl

Post by demodar » Wed Feb 18, 2026 6:13 pm

yeah dident know he was that low, I tried punishing abs but i had been hitting him at TS and my fleelag was almost maxed out, over 2 rounds, kinda paniced.

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