Stab Thread
Re: Stab Thread
Lost most of this log because, I am dumb but....
____________________________________________________________
o S HP:Healthy MV:Tiring > e
o S HP:Healthy MV:Tiring > e
Fields North of Imre Stand
[ obvious exits: E S W ]
o S HP:Healthy MV:Tiring > Fields North of Imre Stand
[ obvious exits: S W ]
o S HP:Healthy MV:Tiring > s
Fields North of Imre Stand
[ obvious exits: N E S W ]
o S HP:Healthy MV:Tiring > e
hide
back human
Pack Animal Lines
[ obvious exits: E S W ]
A shattered arm lies in a bloody red and purple mess.
A merchant stands here, giving orders.
* S HP:Healthy MV:Tiring > You attempt to hide yourself.
* S HP:Healthy MV:Tiring > Backstab who?
* S HP:Healthy MV:Tiring > sc
You have 364(364) hit and 129(238) movement points.
You have scored 45334961 experience points and 0 quest points.
You need 3165039 exp to reach the next level.
You have amassed 32 Turn points to date.
You have played 3 days and 17 hours (real time).
This ranks you as Chernobog the Wolfish Trolloc (Level 38).
You are standing.
* S HP:Healthy MV:Tiring > stat
You are a 20 year old male trolloc rogue.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 11.6 lbs and wearing 42.7 lbs, very light.
Your base abilities are: Str:18 Int:9 Wil:9 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 84, Parrying bonus: 128
Your mood is: Wimpy. You will flee below: 182 Hit Points
Your armor absorbs about 61% on average.
You are subjected to the following effects:
- SNEAK
* S HP:Healthy MV:Tiring >
* S HP:Healthy MV:Tiring >
A peddler has arrived from the south.
The leader of the merchant train stops using a lantern.
* S HP:Healthy MV:Tiring > look
Preparing to seek out this room on the map.
where
Pack Animal Lines
Long lines of thick hemp rope run up and down the field, tied down at regular
intervals by heavy, wooden stakes hammered into the ground. Tied to the ropes
are several animals different types, from different areas.
[ obvious exits: E S W ]
Matching room found!
A shattered arm lies in a bloody red and purple mess.
A peddler pawns his wares here.
A merchant stands here, giving orders.
* S HP:Healthy MV:Tiring > Players in your Zone
--------------------
Chernobog - Pack Animal Lines
Raizu - Pack Animal Lines
You catch a smell of horses nearby.
* S HP:Healthy MV:Tiring > e
Pack Animal Lines
[ obvious exits: S W ]
o S HP:Healthy MV:Tiring > s
Raizu has arrived from the south.
Raizu leaves south.
o S HP:Healthy MV:Tiring > Pack Animal Lines
[ obvious exits: N E S W ]
The corpse of a Dha'vol trolloc is lying here.
The corpse of a mule is lying here.
Raizu the Darkling Master is standing here.
*Ayla* is standing here, riding a |1|.warhorse.
*Treach* is standing here, riding a |2|.warhorse.
*Isabel* is standing here, riding a |3|.bloodstock stallion.
* S HP:Healthy MV:Tiring > hide
back human
You attempt to hide yourself.
Isabel can't seem to regain control of herself.
You silently approach your victim...
Isabel can't seem to regain control of herself.
-
Isabel can't seem to regain control of herself.
=
Raizu leaves south.
Isabel can't seem to regain control of herself.
+
Isabel can't seem to regain control of herself. <-------- Hmmmmmmm....
*Ayla* makes a strange sound as you place a blackened steel kris in her back!
*Ayla* 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 *Ayla*'s death cry.
* S HP:Healthy MV:Tiring >
*Isabel* tries to slash you, but you deflect the blow. <------- Excellent
* S HP:Healthy MV:Tiring - Isabel: Hurt >
* S HP:Healthy MV:Tiring - Isabel: Hurt >
*Treach* tries to slice you, but you parry successfully.
* S HP:Healthy MV:Tiring - Isabel: Hurt > narr rip
* S HP:Healthy MV:Tiring - Isabel: Hurt > get all corpse
*Isabel* gets a gold crown from the corpse of Ayla.
*Isabel* gets a copper penny from the corpse of Ayla.
*Isabel* gets a strange fruit from the corpse of Ayla.
*Isabel* gets a water skin from the corpse of Ayla.
*Isabel* gets a pair of animal-fur boots from the corpse of Ayla.
*Isabel* gets a set of riveted chainmail leggings from the corpse of Ayla.
*Isabel* gets a small purse from the corpse of Ayla.
*Isabel* gets a brightly-colored sash from the corpse of Ayla.
*Isabel* gets a dark blue tasseled spear from the corpse of Ayla.
*Isabel* gets a silver Kandori wristcuff from the corpse of Ayla.
*Isabel* gets a silver Kandori wristcuff from the corpse of Ayla.
*Isabel* gets a sturdy pair of full leather gauntlets from the corpse of Ayla.
*Isabel* gets a pair of riveted chainmail sleeves from the corpse of Ayla.
*Isabel* gets a pelt of black wolfskin matted with blood from the corpse of Ayla.
*Isabel* gets a tunic of finely-crafted chain from the corpse of Ayla.
*Isabel* gets a Kandori snowflake necklace from the corpse of Ayla.
*Isabel* gets a Kandori snowflake necklace from the corpse of Ayla.
*Isabel* gets a rimmed round helmet from the corpse of Ayla.
*Isabel* gets a gold ring delicately carved with ivy from the corpse of Ayla.
*Isabel* gets a gold ring delicately carved with ivy from the corpse of Ayla.
The corpse of Ayla seems to be empty.
* S HP:Healthy MV:Tiring - Isabel: Hurt >
*Treach* tries to slice you, but you parry successfully.
You pierce *Isabel*'s body.
__________________________________________
Proceeded to RIP Isabel zerk, Treach got back to Cair and Rig chased in for the kill
____________________________________________________________
o S HP:Healthy MV:Tiring > e
o S HP:Healthy MV:Tiring > e
Fields North of Imre Stand
[ obvious exits: E S W ]
o S HP:Healthy MV:Tiring > Fields North of Imre Stand
[ obvious exits: S W ]
o S HP:Healthy MV:Tiring > s
Fields North of Imre Stand
[ obvious exits: N E S W ]
o S HP:Healthy MV:Tiring > e
hide
back human
Pack Animal Lines
[ obvious exits: E S W ]
A shattered arm lies in a bloody red and purple mess.
A merchant stands here, giving orders.
* S HP:Healthy MV:Tiring > You attempt to hide yourself.
* S HP:Healthy MV:Tiring > Backstab who?
* S HP:Healthy MV:Tiring > sc
You have 364(364) hit and 129(238) movement points.
You have scored 45334961 experience points and 0 quest points.
You need 3165039 exp to reach the next level.
You have amassed 32 Turn points to date.
You have played 3 days and 17 hours (real time).
This ranks you as Chernobog the Wolfish Trolloc (Level 38).
You are standing.
* S HP:Healthy MV:Tiring > stat
You are a 20 year old male trolloc rogue.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 11.6 lbs and wearing 42.7 lbs, very light.
Your base abilities are: Str:18 Int:9 Wil:9 Dex:19 Con:18.
Offensive bonus: 151, Dodging bonus: 84, Parrying bonus: 128
Your mood is: Wimpy. You will flee below: 182 Hit Points
Your armor absorbs about 61% on average.
You are subjected to the following effects:
- SNEAK
* S HP:Healthy MV:Tiring >
* S HP:Healthy MV:Tiring >
A peddler has arrived from the south.
The leader of the merchant train stops using a lantern.
* S HP:Healthy MV:Tiring > look
Preparing to seek out this room on the map.
where
Pack Animal Lines
Long lines of thick hemp rope run up and down the field, tied down at regular
intervals by heavy, wooden stakes hammered into the ground. Tied to the ropes
are several animals different types, from different areas.
[ obvious exits: E S W ]
Matching room found!
A shattered arm lies in a bloody red and purple mess.
A peddler pawns his wares here.
A merchant stands here, giving orders.
* S HP:Healthy MV:Tiring > Players in your Zone
--------------------
Chernobog - Pack Animal Lines
Raizu - Pack Animal Lines
You catch a smell of horses nearby.
* S HP:Healthy MV:Tiring > e
Pack Animal Lines
[ obvious exits: S W ]
o S HP:Healthy MV:Tiring > s
Raizu has arrived from the south.
Raizu leaves south.
o S HP:Healthy MV:Tiring > Pack Animal Lines
[ obvious exits: N E S W ]
The corpse of a Dha'vol trolloc is lying here.
The corpse of a mule is lying here.
Raizu the Darkling Master is standing here.
*Ayla* is standing here, riding a |1|.warhorse.
*Treach* is standing here, riding a |2|.warhorse.
*Isabel* is standing here, riding a |3|.bloodstock stallion.
* S HP:Healthy MV:Tiring > hide
back human
You attempt to hide yourself.
Isabel can't seem to regain control of herself.
You silently approach your victim...
Isabel can't seem to regain control of herself.
-
Isabel can't seem to regain control of herself.
=
Raizu leaves south.
Isabel can't seem to regain control of herself.
+
Isabel can't seem to regain control of herself. <-------- Hmmmmmmm....
*Ayla* makes a strange sound as you place a blackened steel kris in her back!
*Ayla* 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 *Ayla*'s death cry.
* S HP:Healthy MV:Tiring >
*Isabel* tries to slash you, but you deflect the blow. <------- Excellent
* S HP:Healthy MV:Tiring - Isabel: Hurt >
* S HP:Healthy MV:Tiring - Isabel: Hurt >
*Treach* tries to slice you, but you parry successfully.
* S HP:Healthy MV:Tiring - Isabel: Hurt > narr rip
* S HP:Healthy MV:Tiring - Isabel: Hurt > get all corpse
*Isabel* gets a gold crown from the corpse of Ayla.
*Isabel* gets a copper penny from the corpse of Ayla.
*Isabel* gets a strange fruit from the corpse of Ayla.
*Isabel* gets a water skin from the corpse of Ayla.
*Isabel* gets a pair of animal-fur boots from the corpse of Ayla.
*Isabel* gets a set of riveted chainmail leggings from the corpse of Ayla.
*Isabel* gets a small purse from the corpse of Ayla.
*Isabel* gets a brightly-colored sash from the corpse of Ayla.
*Isabel* gets a dark blue tasseled spear from the corpse of Ayla.
*Isabel* gets a silver Kandori wristcuff from the corpse of Ayla.
*Isabel* gets a silver Kandori wristcuff from the corpse of Ayla.
*Isabel* gets a sturdy pair of full leather gauntlets from the corpse of Ayla.
*Isabel* gets a pair of riveted chainmail sleeves from the corpse of Ayla.
*Isabel* gets a pelt of black wolfskin matted with blood from the corpse of Ayla.
*Isabel* gets a tunic of finely-crafted chain from the corpse of Ayla.
*Isabel* gets a Kandori snowflake necklace from the corpse of Ayla.
*Isabel* gets a Kandori snowflake necklace from the corpse of Ayla.
*Isabel* gets a rimmed round helmet from the corpse of Ayla.
*Isabel* gets a gold ring delicately carved with ivy from the corpse of Ayla.
*Isabel* gets a gold ring delicately carved with ivy from the corpse of Ayla.
The corpse of Ayla seems to be empty.
* S HP:Healthy MV:Tiring - Isabel: Hurt >
*Treach* tries to slice you, but you parry successfully.
You pierce *Isabel*'s body.
__________________________________________
Proceeded to RIP Isabel zerk, Treach got back to Cair and Rig chased in for the kill
Re: Stab Thread
Yeah I forgot about horse target and screwed up by staying zerk engaged. The stab definitely gave you guys the advantage but I am grumpy that because other troll reconnected LD is why no one was engaged at that point and Ayla got stabbed :p
Anyway well played (I'm still grumpy :p)
Anyway well played (I'm still grumpy :p)
Re: Stab Thread
The Blight
[ obvious exits: N E S ]
North: South: The corpse of the blighted tree is lying here. [2]
They aren't here.
* S HP:Beaten MV:Winded > They aren't here.
* S HP:Beaten MV:Winded > They aren't here.
* S HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
The Blight
[ obvious exits: N E S W ]
No matching rooms found!
The corpse of the blighted tree is lying here. [2]
* S HP:Beaten 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 ]
The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Chernobog - The Blight
Torag - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N E ]
A raven is visible flying high in the sky.
o S HP:Beaten MV:Winded > k warhorse
They aren't here.
o S HP:Beaten MV:Winded > n
n
k warhorse
The Blight
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here. [2]
k warhorse
* S HP:Beaten MV:Winded > k warhorse
The Blight
[ obvious exits: N E S ]
North: The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > k warhorse
*Aramis* has arrived from the north, riding a |1|.bloodstock stallion.
They aren't here.
* S HP:Beaten MV:Winded > *Aramis* tries to slash you, but you parry successfully.
They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > k warhorse
They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > cmw
flee
You try to pierce *Aramis*, but he deflects the blow.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
You panic and attempt to flee!is: Battered >
A shrill piercing scream reverberates through the area.
You flee head over heels.
The Blight
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
South:
* S HP:Beaten MV:Winded > n
The Blight
[ obvious exits: N E S ]
North: A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
The blight bear stands on its haunches, roaring madly.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
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 ]
Matching room found!
North: A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
The blight bear stands on its haunches, roaring madly.
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Chernobog - The Blight
Torag - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
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 ]
Matching room found!
North: A huge trolloc marked with a whirlwind snorts here.
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Torag - The Blight
Chernobog - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N E S ]
South: The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > e
The Blight
[ obvious exits: E S W ]
* S HP:Beaten MV:Winded > s
The day has begun.
Timer now at 62 secs.
Your heartbeat calms down more as you feel less panicked.
The Blight
[ obvious exits: N E S W ]
West:
* S HP:Beaten MV:Winded > w
hide
back human
The Blight
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here. [2]
*Aramis* is standing here mending a weapon, riding a |1|.bloodstock stallion.
* S HP:Beaten MV:Winded > You attempt to hide yourself.
You silently approach your victim...
-
*Aramis* leaves north riding a bloodstock stallion.
-
*Aramis* has arrived from the north, riding a |2|.bloodstock stallion.
-
*Aramis* stops using a mirrored lantern.
*Aramis* makes a strange sound as you place a blackened steel kris in his back!
*Aramis* 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 *Aramis*'s death cry.
* S HP:Beaten MV:Winded > narr rip
* S HP:Beaten MV:Winded > scalp
You lean over and sever the bloody head from the corpse of Aramis.
[ obvious exits: N E S ]
North: South: The corpse of the blighted tree is lying here. [2]
They aren't here.
* S HP:Beaten MV:Winded > They aren't here.
* S HP:Beaten MV:Winded > They aren't here.
* S HP:Beaten MV:Winded > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
The Blight
[ obvious exits: N E S W ]
No matching rooms found!
The corpse of the blighted tree is lying here. [2]
* S HP:Beaten 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 ]
The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Chernobog - The Blight
Torag - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N E ]
A raven is visible flying high in the sky.
o S HP:Beaten MV:Winded > k warhorse
They aren't here.
o S HP:Beaten MV:Winded > n
n
k warhorse
The Blight
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here. [2]
k warhorse
* S HP:Beaten MV:Winded > k warhorse
The Blight
[ obvious exits: N E S ]
North: The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > k warhorse
*Aramis* has arrived from the north, riding a |1|.bloodstock stallion.
They aren't here.
* S HP:Beaten MV:Winded > *Aramis* tries to slash you, but you parry successfully.
They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > k warhorse
They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > They aren't here.
* S HP:Beaten MV:Winded - Aramis: Battered > cmw
flee
You try to pierce *Aramis*, but he deflects the blow.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
You panic and attempt to flee!is: Battered >
A shrill piercing scream reverberates through the area.
You flee head over heels.
The Blight
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
South:
* S HP:Beaten MV:Winded > n
The Blight
[ obvious exits: N E S ]
North: A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
The blight bear stands on its haunches, roaring madly.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
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 ]
Matching room found!
North: A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
The blight bear stands on its haunches, roaring madly.
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Chernobog - The Blight
Torag - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
* S HP:Beaten MV:Winded > look
Preparing to seek out this room on the map.
where
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 ]
Matching room found!
North: A huge trolloc marked with a whirlwind snorts here.
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Torag - The Blight
Chernobog - The Blight
You catch a faint scent of a horse nearby.
* S HP:Beaten MV:Winded > s
The Blight
[ obvious exits: N E S ]
South: The corpse of the blighted tree is lying here. [2]
* S HP:Beaten MV:Winded > e
The Blight
[ obvious exits: E S W ]
* S HP:Beaten MV:Winded > s
The day has begun.
Timer now at 62 secs.
Your heartbeat calms down more as you feel less panicked.
The Blight
[ obvious exits: N E S W ]
West:
* S HP:Beaten MV:Winded > w
hide
back human
The Blight
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here. [2]
*Aramis* is standing here mending a weapon, riding a |1|.bloodstock stallion.
* S HP:Beaten MV:Winded > You attempt to hide yourself.
You silently approach your victim...
-
*Aramis* leaves north riding a bloodstock stallion.
-
*Aramis* has arrived from the north, riding a |2|.bloodstock stallion.
-
*Aramis* stops using a mirrored lantern.
*Aramis* makes a strange sound as you place a blackened steel kris in his back!
*Aramis* 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 *Aramis*'s death cry.
* S HP:Beaten MV:Winded > narr rip
* S HP:Beaten MV:Winded > scalp
You lean over and sever the bloody head from the corpse of Aramis.
Re: Stab Thread
A painful stab and then some retribution :P
* HP:Scratched MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
The corpse of a black stallion is lying here.
* HP:Scratched MV:Winded > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
* HP:Scratched MV:Winded > w
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
* HP:Scratched MV:Winded > e
e
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
* HP:Scratched MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
The corpse of a black stallion is lying here.
You sense a hidden life form in the area...
* HP:Scratched MV:Winded >
Suddenly *Flafon* places a jeweled dagger in your back!
Ouch! That Really did HURT!
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Flafon: Wounded >
You crush *Flafon*'s right arm hard.
* HP:Beaten MV:Winded - Flafon: Wounded > z
[bash ]
=
*Flafon* pierces your right arm.
As *Flafon* avoids your bash, you topple over and fall to the ground!
This session you've missed 82 out of 154 bashes (46% landed)
Since 7/12/2017 you've missed 82 out of 154 bashes (46% landed)
* HP:Beaten MV:Winded - Flafon: Wounded >
*Flafon* barely pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Flafon: Wounded > f
*Flafon* pierces your body.
You wish that your wounds would stop BLEEDING so much!
e
* HP:Beaten MV:Winded - Flafon: Wounded > e
PANIC! You couldn't escape!
* HP:Beaten MV:Winded - Flafon: Wounded > No way! You're fighting for your life!
* HP:Beaten MV:Winded - Flafon: Wounded > You crush *Flafon*'s body hard.
*Flafon* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
No way! You're fighting for your life!
* HP:Critical MV:Winded - Flafon: Wounded > wim
f
e
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Winded - Flafon: Wounded > e
You panic and attempt to flee!
You flee head over heels.
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
o HP:Critical MV:Winded > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > The stonegate seems to be closed.
* HP:Critical MV:Winded > call
You call for the stonegate to be opened.
The stonegate is opened from the other side.
e
* HP:Critical MV:Winded > e
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A fade emerges from the shadows as you pass by.
* HP:Critical MV:Weary > w
h
h
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > nar walked in on a stab
You narrate 'walked in on a stab'
* HP:Critical MV:Weary > nar booo
You narrate 'booo'
* HP:Critical MV:Weary > h
h
who
Your heartbeat calms down more as you feel less panicked.
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > Players
-------
Rig Bed, Executioner of Worms [Ko'bal Master]
Isha the Betrayer
Gloogclod the Trolloc
Cruzer {Dha'vol Grunt}
Sazi the Myrddraal [Myrddraal]
5 players displayed.
* HP:Beaten MV:Winded >
A forest trolloc bellows 'If you want to learn how to butcher the pink ones, bring one to The Dungeon.'
* HP:Beaten MV:Winded > nar flafon wounded w of gk
You narrate 'flafon wounded w of gk'
* HP:Beaten MV:Winded > nar and his horse is dead
h
You narrate 'and his horse is dead'
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded >
The stonegate is opened from the other side.
nar he's on foot
* HP:Beaten MV:Winded > h
You narrate 'he's on foot'
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
You crush *Flafon*'s right arm extremely hard.
* HP:Beaten MV:Winded - Flafon: Wounded > h
h
[k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Wounded > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Wounded > f
*Flafon* pierces your body.
You wish that your wounds would stop BLEEDING so much!
The burly trolloc joins your fight!
A Dha'vol trolloc joins the burly trolloc's fight!
A huge darkhound joins the burly trolloc's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You crush *Flafon*'s body hard.
You panic and attempt to flee!
You flee head over heels.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > w
h
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > [k human]
They aren't here.
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
h
* HP:Critical MV:Winded > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
*Flafon* is here, fighting the burly trolloc.
The burly trolloc is here, fighting Flafon.
A Dha'vol trolloc is here, fighting Flafon.
A huge darkhound is here, fighting Flafon.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A muzzled trolloc is here, fighting Flafon.
A muzzled trolloc is here, fighting Flafon.
A muzzled trolloc is here, fighting Flafon.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
*Flafon* panics, and attempts to flee!
* HP:Critical MV:Winded > [k human]
You crush *Flafon*'s body extremely hard.
* HP:Critical MV:Winded - the burly trolloc: Healthy - Flafon: Wounded >
You crush *Flafon*'s head very hard.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
*Flafon* pierces the burly trolloc's left leg.
A muzzled trolloc tries to cleave Flafon, but he deflects the blow.
A muzzled trolloc cleaves Flafon's body hard.
A muzzled trolloc cleaves Flafon's body very hard.
A huge darkhound hits Flafon's body very hard.
A Dha'vol trolloc crushes Flafon's body hard.
The burly trolloc crushes Flafon's body into bloody fragments!
*Flafon* panics, and attempts to flee!
h
* HP:Critical MV:Winded - the burly trolloc: Scratched - Flafon: Beaten >
*Flafon* leaves west.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > nar he beat
You narrate 'he beat'
* HP:Critical MV:Winded > call
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
h
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
h
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > call
[k human]
They aren't here.
* HP:Beaten MV:Winded > h
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
h
* HP:Beaten MV:Winded > h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > wh
[k human]
They aren't here.
* HP:Beaten MV:Winded > [where ]
Players in your Zone
--------------------
Isha - The Gatekeep
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
You crush *Flafon*'s body hard.
*Flafon* panics, and attempts to flee!
* HP:Beaten MV:Winded - Flafon: Beaten > h
*Flafon* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
The burly trolloc joins your fight!
A Dha'vol trolloc joins the burly trolloc's fight!
A huge darkhound joins the burly trolloc's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You crush *Flafon*'s left leg into bloody fragments!
*Flafon* panics, and attempts to flee!
[k human]
You do the best you can!
h
* HP:Beaten MV:Winded - Flafon: Beaten > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Beaten > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Beaten > f
*Flafon* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!on: Beaten >
w
h
You flee head over heels.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > [k human]
They aren't here.
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > h
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
The corpse of Flafon is lying here.
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Scratched MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
The corpse of a black stallion is lying here.
* HP:Scratched MV:Winded > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
* HP:Scratched MV:Winded > w
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
* HP:Scratched MV:Winded > e
e
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
* HP:Scratched MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
The corpse of a black stallion is lying here.
You sense a hidden life form in the area...
* HP:Scratched MV:Winded >
Suddenly *Flafon* places a jeweled dagger in your back!
Ouch! That Really did HURT!
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Flafon: Wounded >
You crush *Flafon*'s right arm hard.
* HP:Beaten MV:Winded - Flafon: Wounded > z
[bash ]
=
*Flafon* pierces your right arm.
As *Flafon* avoids your bash, you topple over and fall to the ground!
This session you've missed 82 out of 154 bashes (46% landed)
Since 7/12/2017 you've missed 82 out of 154 bashes (46% landed)
* HP:Beaten MV:Winded - Flafon: Wounded >
*Flafon* barely pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
* HP:Beaten MV:Winded - Flafon: Wounded > f
*Flafon* pierces your body.
You wish that your wounds would stop BLEEDING so much!
e
* HP:Beaten MV:Winded - Flafon: Wounded > e
PANIC! You couldn't escape!
* HP:Beaten MV:Winded - Flafon: Wounded > No way! You're fighting for your life!
* HP:Beaten MV:Winded - Flafon: Wounded > You crush *Flafon*'s body hard.
*Flafon* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
No way! You're fighting for your life!
* HP:Critical MV:Winded - Flafon: Wounded > wim
f
e
[change mood wimpy]
Mood changed to: Wimpy
* HP:Critical MV:Winded - Flafon: Wounded > e
You panic and attempt to flee!
You flee head over heels.
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
o HP:Critical MV:Winded > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > The stonegate seems to be closed.
* HP:Critical MV:Winded > call
You call for the stonegate to be opened.
The stonegate is opened from the other side.
e
* HP:Critical MV:Winded > e
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
A wolfish trolloc is here, howling for blood.
A fade emerges from the shadows as you pass by.
* HP:Critical MV:Weary > w
h
h
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
h
* HP:Critical MV:Weary > h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
h
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > h
h
[k human]
They aren't here.
* HP:Critical MV:Weary > [k human]
They aren't here.
* HP:Critical MV:Weary > nar walked in on a stab
You narrate 'walked in on a stab'
* HP:Critical MV:Weary > nar booo
You narrate 'booo'
* HP:Critical MV:Weary > h
h
who
Your heartbeat calms down more as you feel less panicked.
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > Players
-------
Rig Bed, Executioner of Worms [Ko'bal Master]
Isha the Betrayer
Gloogclod the Trolloc
Cruzer {Dha'vol Grunt}
Sazi the Myrddraal [Myrddraal]
5 players displayed.
* HP:Beaten MV:Winded >
A forest trolloc bellows 'If you want to learn how to butcher the pink ones, bring one to The Dungeon.'
* HP:Beaten MV:Winded > nar flafon wounded w of gk
You narrate 'flafon wounded w of gk'
* HP:Beaten MV:Winded > nar and his horse is dead
h
You narrate 'and his horse is dead'
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded >
The stonegate is opened from the other side.
nar he's on foot
* HP:Beaten MV:Winded > h
You narrate 'he's on foot'
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
You crush *Flafon*'s right arm extremely hard.
* HP:Beaten MV:Winded - Flafon: Wounded > h
h
[k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Wounded > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Wounded > f
*Flafon* pierces your body.
You wish that your wounds would stop BLEEDING so much!
The burly trolloc joins your fight!
A Dha'vol trolloc joins the burly trolloc's fight!
A huge darkhound joins the burly trolloc's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You crush *Flafon*'s body hard.
You panic and attempt to flee!
You flee head over heels.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > w
h
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > [k human]
They aren't here.
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
h
* HP:Critical MV:Winded > The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
*Flafon* is here, fighting the burly trolloc.
The burly trolloc is here, fighting Flafon.
A Dha'vol trolloc is here, fighting Flafon.
A huge darkhound is here, fighting Flafon.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A muzzled trolloc is here, fighting Flafon.
A muzzled trolloc is here, fighting Flafon.
A muzzled trolloc is here, fighting Flafon.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
*Flafon* panics, and attempts to flee!
* HP:Critical MV:Winded > [k human]
You crush *Flafon*'s body extremely hard.
* HP:Critical MV:Winded - the burly trolloc: Healthy - Flafon: Wounded >
You crush *Flafon*'s head very hard.
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
*Flafon* pierces the burly trolloc's left leg.
A muzzled trolloc tries to cleave Flafon, but he deflects the blow.
A muzzled trolloc cleaves Flafon's body hard.
A muzzled trolloc cleaves Flafon's body very hard.
A huge darkhound hits Flafon's body very hard.
A Dha'vol trolloc crushes Flafon's body hard.
The burly trolloc crushes Flafon's body into bloody fragments!
*Flafon* panics, and attempts to flee!
h
* HP:Critical MV:Winded - the burly trolloc: Scratched - Flafon: Beaten >
*Flafon* leaves west.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > nar he beat
You narrate 'he beat'
* HP:Critical MV:Winded > call
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
h
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
h
* HP:Critical MV:Winded > h
[k human]
They aren't here.
* HP:Critical MV:Winded > [k human]
They aren't here.
* HP:Critical MV:Winded > h
h
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > call
[k human]
They aren't here.
* HP:Beaten MV:Winded > h
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.
h
* HP:Beaten MV:Winded > h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
They aren't here.
* HP:Beaten MV:Winded > h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > wh
[k human]
They aren't here.
* HP:Beaten MV:Winded > [where ]
Players in your Zone
--------------------
Isha - The Gatekeep
* HP:Beaten MV:Winded > h
h
h
[k human]
They aren't here.
* HP:Beaten MV:Winded > [k human]
You crush *Flafon*'s body hard.
*Flafon* panics, and attempts to flee!
* HP:Beaten MV:Winded - Flafon: Beaten > h
*Flafon* pierces your right arm.
You wish that your wounds would stop BLEEDING so much!
The burly trolloc joins your fight!
A Dha'vol trolloc joins the burly trolloc's fight!
A huge darkhound joins the burly trolloc's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You crush *Flafon*'s left leg into bloody fragments!
*Flafon* panics, and attempts to flee!
[k human]
You do the best you can!
h
* HP:Beaten MV:Winded - Flafon: Beaten > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Beaten > [k human]
You do the best you can!
* HP:Beaten MV:Winded - Flafon: Beaten > f
*Flafon* pierces your left arm.
You wish that your wounds would stop BLEEDING so much!
You panic and attempt to flee!on: Beaten >
w
h
You flee head over heels.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
o HP:Critical MV:Winded > [k human]
They aren't here.
o HP:Critical MV:Winded > e
e
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.
* HP:Critical MV:Winded > h
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
The corpse of Flafon is lying here.
A burly trolloc stands here, eyeing the surroundings.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
|1|.A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
Re: Stab Thread
All points go to Flafon for the following reasons :
1. Staying after horse was killed in Keep zone.
2. Stabbing (and landing!) with a jeweled dagger.
3. Hitting inside not once but twice!
Hit me up in game if you need some basic pieces and a dagger.
1. Staying after horse was killed in Keep zone.
2. Stabbing (and landing!) with a jeweled dagger.
3. Hitting inside not once but twice!
Hit me up in game if you need some basic pieces and a dagger.
Re: Stab Thread
* S HP:Scratched MV:Weary - Alaina: Wounded >
*Alaina* leaves east.
o S HP:Scratched MV:Weary > k human
k human
o S HP:Scratched MV:Weary > k human
They aren't here.
o S HP:Scratched MV:Weary > They aren't here.
o S HP:Scratched MV:Weary > They aren't here.
o S HP:Scratched MV:Weary > look
Preparing to seek out this room on the map.
where
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
Matching room found!
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > Players in your Zone
--------------------
Zorgruz - Nearing A Trolloc Camp
Pulverwise - Nearing A Trolloc Camp
Chernobog - A Trolloc Camp
You catch a faint scent of a horse nearby.
o S HP:Scratched MV:Weary > e
hide
back human
Outside A Trolloc Camp
[ obvious exits: N W ]
A fade emerges from the shadows as you pass by.
A beaked trolloc is here, scouting.
A wolfish trolloc is here, howling for blood.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
* S HP:Scratched MV:Weary > Backstab who?
* S HP:Scratched MV:Weary > n
hide
back human
Nearing A Trolloc Camp
[ obvious exits: N S W ]
A young trolloc is here, growling with a deep bloodlust.
Zorgruz the Pugnacious Destroyer is standing here.
A hooved trolloc anxiously stamps its feet.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
* S HP:Scratched MV:Weary > Backstab who?
* S HP:Scratched MV:Weary > sc
You have 341(364) hit and 48(241) movement points.
You have scored 47581199 experience points and 0 quest points.
You need 918801 exp to reach the next level.
You have amassed 84 Turn points to date.
You have played 4 days and 15 hours (real time).
This ranks you as Chernobog the Wolfish Trolloc (Level 38).
You are standing.
* S HP:Scratched MV:Weary > stat
Zorgruz leaves west.
* S HP:Scratched MV:Weary > You are a 21 year old male trolloc rogue.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 0.0 lbs and wearing 41.3 lbs, peanuts.
Your base abilities are: Str:18 Int:9 Wil:9 Dex:19 Con:18.
Offensive bonus: 145, Dodging bonus: 94, Parrying bonus: 131
Your mood is: Wimpy. You will flee below: 182 Hit Points
Your armor absorbs about 64% on average.
You are subjected to the following effects:
- NO QUIT
- NOTICE
- SNEAK
* S HP:Scratched MV:Weary > s
w
Outside A Trolloc Camp
[ obvious exits: N W ]
Zorgruz the Pugnacious Destroyer is standing here.
Pulverwise the Dark Master is standing here.
A fade emerges from the shadows as you pass by.
A beaked trolloc is here, scouting.
A wolfish trolloc is here, howling for blood.
* S HP:Scratched MV:Weary > A Trolloc Camp
[ obvious exits: N E ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > i
You are carrying:
Nothing.
o S HP:Scratched MV:Weary > get skin pack
You get a skin of human flesh from an embroidered, cotton shoulder bag.
o S HP:Scratched MV:Weary >
Pulverwise has arrived from the north.
Zorgruz has arrived from the north.
A Ghar'ghael trolloc has arrived from the north.
o S HP:Scratched MV:Weary > drink skin
You drink the human blood.
Aaaah, that hit the spot... you feel refreshed.
put skin pack
o S HP:Scratched MV:Weary > Pulverwise gives a Ghar'ghael trolloc an order.
You put a skin of human flesh in an embroidered, cotton shoulder bag.
o S HP:Scratched MV:Weary >
Pulverwise gives a Ghar'ghael trolloc an order.
o S HP:Scratched MV:Weary > look
Preparing to seek out this room on the map.
where
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
Matching room found!
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A young trolloc is here, growling with a deep bloodlust.
Zorgruz the Pugnacious Destroyer is standing here.
Pulverwise the Dark Master is standing here.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > Players in your Zone
--------------------
Zorgruz - A Trolloc Camp
Pulverwise - A Trolloc Camp
Chernobog - A Trolloc Camp
You catch a faint scent of a horse nearby.
o S HP:Scratched MV:Weary >
Pulverwise gives a Ghar'ghael trolloc an order.
o S HP:Scratched MV:Weary > n
A Trolloc Camp
[ obvious exits: N E S ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here, exhorting a group of trolloc raiders.
* S HP:Scratched MV:Weary > n
In Front Of The Dark Tower
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
* S HP:Scratched MV:Weary > e
hide
back human
Thinning Woods
[ obvious exits: N E S W ]
*Alaina* is standing here, riding a |1|.warhorse.
*Paj* is standing here, riding a |2|.wild stallion.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
You silently approach your victim...
=
*Alaina* says 'dPvdKia cX Hq Td'
TICK IN 5 SECONDS.
+
*Alaina* says 'WOWsD] kl @bJK'
=
*Alaina* makes a strange sound as you place a blackened steel kris in her back!
*Alaina* 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 *Alaina*'s death cry.
* S HP:Scratched MV:Weary >
*Paj* leaves north riding a wild stallion.
* S HP:Scratched MV:Weary >
*Paj* has arrived from the north, riding a |3|.wild stallion.
* S HP:Scratched MV:Weary > narr rip
scalp
*Paj* gets a black pair of silver-tooled boots from the corpse of Alaina.
*Paj* gets a pair of earthen colored breeches from the corpse of Alaina.
*Paj* gets a small purse from the corpse of Alaina.
*Paj* gets a belt with a buckle of cuendillar from the corpse of Alaina.
*Paj* gets a staff of sungwood from the corpse of Alaina.
*Paj* gets a silver Kandori wristcuff from the corpse of Alaina.
*Paj* gets a silver Kandori wristcuff from the corpse of Alaina.
*Paj* gets a pair of dark gloves from the corpse of Alaina.
*Paj* gets a set of cloth sleeves from the corpse of Alaina.
*Paj* gets an elegant riding dress of dark green silk from the corpse of Alaina.
*Paj* gets a bearskin tunic from the corpse of Alaina.
*Paj* gets a Kandori snowflake necklace from the corpse of Alaina.
*Paj* gets a Kandori snowflake necklace from the corpse of Alaina.
*Paj* gets a camouflaged hood from the corpse of Alaina.
*Paj* gets a gold ring delicately carved with ivy from the corpse of Alaina.
* S HP:Scratched MV:Weary > You lean over and sever the bloody head from the corpse of Alaina.
*Alaina* leaves east.
o S HP:Scratched MV:Weary > k human
k human
o S HP:Scratched MV:Weary > k human
They aren't here.
o S HP:Scratched MV:Weary > They aren't here.
o S HP:Scratched MV:Weary > They aren't here.
o S HP:Scratched MV:Weary > look
Preparing to seek out this room on the map.
where
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
Matching room found!
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > Players in your Zone
--------------------
Zorgruz - Nearing A Trolloc Camp
Pulverwise - Nearing A Trolloc Camp
Chernobog - A Trolloc Camp
You catch a faint scent of a horse nearby.
o S HP:Scratched MV:Weary > e
hide
back human
Outside A Trolloc Camp
[ obvious exits: N W ]
A fade emerges from the shadows as you pass by.
A beaked trolloc is here, scouting.
A wolfish trolloc is here, howling for blood.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
* S HP:Scratched MV:Weary > Backstab who?
* S HP:Scratched MV:Weary > n
hide
back human
Nearing A Trolloc Camp
[ obvious exits: N S W ]
A young trolloc is here, growling with a deep bloodlust.
Zorgruz the Pugnacious Destroyer is standing here.
A hooved trolloc anxiously stamps its feet.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
* S HP:Scratched MV:Weary > Backstab who?
* S HP:Scratched MV:Weary > sc
You have 341(364) hit and 48(241) movement points.
You have scored 47581199 experience points and 0 quest points.
You need 918801 exp to reach the next level.
You have amassed 84 Turn points to date.
You have played 4 days and 15 hours (real time).
This ranks you as Chernobog the Wolfish Trolloc (Level 38).
You are standing.
* S HP:Scratched MV:Weary > stat
Zorgruz leaves west.
* S HP:Scratched MV:Weary > You are a 21 year old male trolloc rogue.
Your height is 7 feet, 0 inches, and you weigh 255.0 lbs.
You are carrying 0.0 lbs and wearing 41.3 lbs, peanuts.
Your base abilities are: Str:18 Int:9 Wil:9 Dex:19 Con:18.
Offensive bonus: 145, Dodging bonus: 94, Parrying bonus: 131
Your mood is: Wimpy. You will flee below: 182 Hit Points
Your armor absorbs about 64% on average.
You are subjected to the following effects:
- NO QUIT
- NOTICE
- SNEAK
* S HP:Scratched MV:Weary > s
w
Outside A Trolloc Camp
[ obvious exits: N W ]
Zorgruz the Pugnacious Destroyer is standing here.
Pulverwise the Dark Master is standing here.
A fade emerges from the shadows as you pass by.
A beaked trolloc is here, scouting.
A wolfish trolloc is here, howling for blood.
* S HP:Scratched MV:Weary > A Trolloc Camp
[ obvious exits: N E ]
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > i
You are carrying:
Nothing.
o S HP:Scratched MV:Weary > get skin pack
You get a skin of human flesh from an embroidered, cotton shoulder bag.
o S HP:Scratched MV:Weary >
Pulverwise has arrived from the north.
Zorgruz has arrived from the north.
A Ghar'ghael trolloc has arrived from the north.
o S HP:Scratched MV:Weary > drink skin
You drink the human blood.
Aaaah, that hit the spot... you feel refreshed.
put skin pack
o S HP:Scratched MV:Weary > Pulverwise gives a Ghar'ghael trolloc an order.
You put a skin of human flesh in an embroidered, cotton shoulder bag.
o S HP:Scratched MV:Weary >
Pulverwise gives a Ghar'ghael trolloc an order.
o S HP:Scratched MV:Weary > look
Preparing to seek out this room on the map.
where
A Trolloc Camp
There is little doubt as to what taint is twisting the forest around here,
now. You are standing in the middle of a clearing, which is obviously used
as a camp by Trollocs. You see discarded human clothing and armor scattered
around, as well as a rack of strung human skulls hanging from a pole. There
is a big cookpot over the campfire, and the smell of cooking meat drifts
towards you.
[ obvious exits: N E ]
Matching room found!
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A young trolloc is here, growling with a deep bloodlust.
Zorgruz the Pugnacious Destroyer is standing here.
Pulverwise the Dark Master is standing here.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A trolloc is here ruling a group of trollocs.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
o S HP:Scratched MV:Weary > Players in your Zone
--------------------
Zorgruz - A Trolloc Camp
Pulverwise - A Trolloc Camp
Chernobog - A Trolloc Camp
You catch a faint scent of a horse nearby.
o S HP:Scratched MV:Weary >
Pulverwise gives a Ghar'ghael trolloc an order.
o S HP:Scratched MV:Weary > n
A Trolloc Camp
[ obvious exits: N E S ]
A hideous trolloc is here, in a world of hurt.
A trolloc is here, exhorting a group of trolloc raiders.
* S HP:Scratched MV:Weary > n
In Front Of The Dark Tower
[ obvious exits: N E S W ]
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
* S HP:Scratched MV:Weary > e
hide
back human
Thinning Woods
[ obvious exits: N E S W ]
*Alaina* is standing here, riding a |1|.warhorse.
*Paj* is standing here, riding a |2|.wild stallion.
* S HP:Scratched MV:Weary > You attempt to hide yourself.
You silently approach your victim...
=
*Alaina* says 'dPvdKia cX Hq Td'
TICK IN 5 SECONDS.
+
*Alaina* says 'WOWsD] kl @bJK'
=
*Alaina* makes a strange sound as you place a blackened steel kris in her back!
*Alaina* 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 *Alaina*'s death cry.
* S HP:Scratched MV:Weary >
*Paj* leaves north riding a wild stallion.
* S HP:Scratched MV:Weary >
*Paj* has arrived from the north, riding a |3|.wild stallion.
* S HP:Scratched MV:Weary > narr rip
scalp
*Paj* gets a black pair of silver-tooled boots from the corpse of Alaina.
*Paj* gets a pair of earthen colored breeches from the corpse of Alaina.
*Paj* gets a small purse from the corpse of Alaina.
*Paj* gets a belt with a buckle of cuendillar from the corpse of Alaina.
*Paj* gets a staff of sungwood from the corpse of Alaina.
*Paj* gets a silver Kandori wristcuff from the corpse of Alaina.
*Paj* gets a silver Kandori wristcuff from the corpse of Alaina.
*Paj* gets a pair of dark gloves from the corpse of Alaina.
*Paj* gets a set of cloth sleeves from the corpse of Alaina.
*Paj* gets an elegant riding dress of dark green silk from the corpse of Alaina.
*Paj* gets a bearskin tunic from the corpse of Alaina.
*Paj* gets a Kandori snowflake necklace from the corpse of Alaina.
*Paj* gets a Kandori snowflake necklace from the corpse of Alaina.
*Paj* gets a camouflaged hood from the corpse of Alaina.
*Paj* gets a gold ring delicately carved with ivy from the corpse of Alaina.
* S HP:Scratched MV:Weary > You lean over and sever the bloody head from the corpse of Alaina.
Re: Stab Thread
I saw that and knew I had to defend your honour!Paj wrote:She had just insulted me so I walked away to cool off.
Re: Stab Thread
Beer and stabs! Must be Friday night!
________________________________________________________
A member of the Lancer cavalry tickles your body with his slash.
A member of the Lancer cavalry tickles your left leg with his slash.
A member of the Lancer cavalry slashes your head.
A member of the Lancer cavalry barely slashes your body.
A sergeant tickles your body with his pound.
Your heartbeat calms down more as you feel less panicked.
Ouch! It appears someone saw your sneak attack.
*Treach* leaves west riding a gray palfrey.
A rat leaves west.
* S HP:Wounded MV:Winded - a sergeant: Scratched > cmw
flee
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
You panic and attempt to flee!ergeant: Scratched >
You flee head over heels.
Path Junction
[ obvious exits: N E W ]
* S HP:Wounded MV:Winded >
A sergeant has arrived from the north.
Lord Kajin has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
* S HP:Wounded MV:Winded > w
w
Bend in the Path
[ obvious exits: E S ]
* S HP:Wounded MV:Winded > Alas, you cannot go that way...
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
Matching room found!
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Bend in the Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > e
n
Path Junction
[ obvious exits: N E W ]
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here, riding a chestnut stallion.
A Shienaran sergeant watches for the enemy here.
* S HP:Wounded MV:Winded > Branch in Dark Path
[ obvious exits: N S W ]
A tough Shienaran soldier waits here.
* S HP:Wounded MV:Winded > w
Entrance to Dark Path
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
*Treach* is here, fighting Rig, riding a |1|.gray palfrey.
Rig Bed, Executioner of Worms is sitting here.
* S HP:Wounded MV:Winded > k human
*Treach* slashes Rig's body.
k human
* S HP:Wounded MV:Winded > k human
You try to pierce *Treach*, but he parries successfully.
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
You do the best you can!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > You do the best you can!
change mood brave
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > You do the best you can!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
Mood changed to: Brave
Wimpy reset to: 109 hit points.
*Treach* panics, and attempts to flee!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
You do the best you can!
*Treach* leaves east riding a gray palfrey.
You follow Rig.
Before the Tower
[ obvious exits: N E S W ]
Rig Bed, Executioner of Worms is standing here.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded > They aren't here.
* S HP:Wounded MV:Winded > k human
k human
They aren't here.
* S HP:Wounded MV:Winded > They aren't here.
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
You follow Rig.
Entrance to Dark Path
[ obvious exits: E W ]
No matching rooms found!
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Entrance to Dark Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded >
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
Matching room found!
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Entrance to Dark Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > e
hide
back human
Branch in Dark Path
[ obvious exits: N S W ]
*Treach* is standing here, riding a |1|.gray palfrey.
A tough Shienaran soldier waits here.
* S HP:Wounded MV:Winded > You attempt to hide yourself.
You silently approach your victim...
*
*Treach* leaves south riding a gray palfrey.
=
*Treach* has arrived from the south, riding a |2|.gray palfrey.
*Treach* makes a strange sound as you place a blackened steel kris in his back!
*Treach* 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 *Treach*'s death cry.
________________________________________________________
A member of the Lancer cavalry tickles your body with his slash.
A member of the Lancer cavalry tickles your left leg with his slash.
A member of the Lancer cavalry slashes your head.
A member of the Lancer cavalry barely slashes your body.
A sergeant tickles your body with his pound.
Your heartbeat calms down more as you feel less panicked.
Ouch! It appears someone saw your sneak attack.
*Treach* leaves west riding a gray palfrey.
A rat leaves west.
* S HP:Wounded MV:Winded - a sergeant: Scratched > cmw
flee
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.
You panic and attempt to flee!ergeant: Scratched >
You flee head over heels.
Path Junction
[ obvious exits: N E W ]
* S HP:Wounded MV:Winded >
A sergeant has arrived from the north.
Lord Kajin has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
A member of the Lancer cavalry has arrived from the north, riding a chestnut stallion.
* S HP:Wounded MV:Winded > w
w
Bend in the Path
[ obvious exits: E S ]
* S HP:Wounded MV:Winded > Alas, you cannot go that way...
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
Bend in the Path
The path bends back to the west here. You can't see the tower anymore, with
the ancient trees around you looming way overhead, but the sky is still barely
visible through the trees. As you walk on, you get a bad feeling, as you can
see many, recent, tracks on this path, proving that this area is far from
deserted.
[ obvious exits: E S ]
Matching room found!
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Bend in the Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > e
n
Path Junction
[ obvious exits: N E W ]
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A member of the Lancer heavy cavalry patrols the area, riding a chestnut stallion.
A Lancer officer commands a unit of heavy cavalry here, riding a chestnut stallion.
A Shienaran sergeant watches for the enemy here.
* S HP:Wounded MV:Winded > Branch in Dark Path
[ obvious exits: N S W ]
A tough Shienaran soldier waits here.
* S HP:Wounded MV:Winded > w
Entrance to Dark Path
[ obvious exits: E W ]
A rat scurries around trying to get out of sight.
*Treach* is here, fighting Rig, riding a |1|.gray palfrey.
Rig Bed, Executioner of Worms is sitting here.
* S HP:Wounded MV:Winded > k human
*Treach* slashes Rig's body.
k human
* S HP:Wounded MV:Winded > k human
You try to pierce *Treach*, but he parries successfully.
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
You do the best you can!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > You do the best you can!
change mood brave
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > You do the best you can!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
Mood changed to: Brave
Wimpy reset to: 109 hit points.
*Treach* panics, and attempts to flee!
* S HP:Wounded MV:Winded - Rig: Beaten - Treach: Beaten > k human
You do the best you can!
*Treach* leaves east riding a gray palfrey.
You follow Rig.
Before the Tower
[ obvious exits: N E S W ]
Rig Bed, Executioner of Worms is standing here.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded > They aren't here.
* S HP:Wounded MV:Winded > k human
k human
They aren't here.
* S HP:Wounded MV:Winded > They aren't here.
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
You follow Rig.
Entrance to Dark Path
[ obvious exits: E W ]
No matching rooms found!
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Entrance to Dark Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > k human
They aren't here.
* S HP:Wounded MV:Winded >
* S HP:Wounded MV:Winded > look
Preparing to seek out this room on the map.
where
Entrance to Dark Path
What little light there is casts dark and twisted shadows against the dark
and twisted trees, which make the shadows appear even more dark and twisted.
The path looks much newer than the clearing you see to the west, and it
isn't even really a path, more like a trail. To the east, the path leads
deeper into the gloomy woods.
[ obvious exits: E W ]
Matching room found!
Rig Bed, Executioner of Worms is standing here.
A rat scurries around trying to get out of sight.
* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Chernobog - Entrance to Dark Path
Rig - Entrance to Dark Path
Spyder - Thorny Hedges
You catch a faint scent of a horse nearby.
* S HP:Wounded MV:Winded > e
hide
back human
Branch in Dark Path
[ obvious exits: N S W ]
*Treach* is standing here, riding a |1|.gray palfrey.
A tough Shienaran soldier waits here.
* S HP:Wounded MV:Winded > You attempt to hide yourself.
You silently approach your victim...
*
*Treach* leaves south riding a gray palfrey.
=
*Treach* has arrived from the south, riding a |2|.gray palfrey.
*Treach* makes a strange sound as you place a blackened steel kris in his back!
*Treach* 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 *Treach*'s death cry.