Projectile Logs
Re: Projectile Logs
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Block going n
North: A raven is here flying around.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
Walker the Northern Ranger is standing here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The blighted tree is here, fighting YOU!
* R HP:Hurt MV:Tiring - the blighted tree: Scratched >
Walker leaves east.
* R HP:Hurt MV:Tiring - the blighted tree: Scratched >
You pierce the blighted tree's crown very hard.
You swiftly dodge the blighted tree's attempt to hit you.
* R HP:Hurt MV:Tiring - the blighted tree: Hurt >
You pierce the blighted tree's roots extremely hard.
The blighted tree tries to hit you, but you parry successfully.
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
where
Players in your Zone
--------------------
Ibaka - The Blight
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
Walker narrates 'goat patty'
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
l
You pierce the blighted tree's roots extremely hard.
The blighted tree tries to hit you, but you parry successfully.
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Block going n
North: A raven is here flying around.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The blighted tree is here, fighting YOU!
* R HP:Scratched MV:Strong - the blighted tree: Wounded >
Walker narrates 'bashed'
* R HP:Scratched MV:Strong - the blighted tree: Wounded >
f
You panic and attempt to flee!
You flee head over heels.
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
East: A rat scurries around trying to get out of sight.
South: A small stick is lying on the ground here.
West: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Strong >
e
e
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]
North: A black tree with bloated leaves sprouts from the ground, branches quivering.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
s
* R HP:Scratched MV:Strong >
x
The Blight
The Blight around you is filled with rotten trees and disgusting foliage,
shaded black and red in an unnatural manner. The heat and humidity are
strong and the smell in the air is foul. Underfoot lies a faint path
leading to the east, but it tapers off to the west and disappears.
[ obvious exits: E S W ]
South: *[31mJestin* is standing here.
West: A rat scurries around trying to get out of sight.
A warhorse is here, stamping his feet impatiently, being ridden by you.
# [kill dark]
* R HP:Scratched MV:Tiring >
Blighted Foothills
Here you stand on the border of the great Blight. Disgusting trees and
plants, mostly dead yet quivering as if still alive, litter the area. To
the north the blight expands off into the horizon. Impassable boulders lie
directly to the east, blocking your view beyond.
[ obvious exits: N ]
Goat patty
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
Walker the Northern Ranger is here, fighting a goat-faced trolloc.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A goat-faced trolloc is here, fighting Walker.
A goat-faced trolloc is here, fighting Walker.
A goat-faced trolloc is here, fighting Walker.
A myrddraal is here, fighting Walker.
* R HP:Scratched MV:Tiring >
You try to pierce *Jestin*, but he deflects the blow.
Walker panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Jestin: Critical >
Walker leaves north.
cc
* R HP:Scratched MV:Tiring - Jestin: Critical >
# [sheath;draw throwing;throw;draw dagger]
You sheath a sharp, red stone dagger into a bright red robe.
* R HP:Scratched MV:Tiring - Jestin: Critical >
You try to quietly draw a throwing knife from a sungwood bracelet.
* R HP:Scratched MV:Tiring - Jestin: Critical >
You throw a throwing knife at *Jestin*.
* R HP:Scratched MV:Tiring - Jestin: Critical >
A throwing knife arcs through the air.
Walker has arrived from the north.
* R HP:Scratched MV:Tiring - Jestin: Critical >
Walker tries to slash *Jestin*, but he parries successfully.
* R HP:Scratched MV:Tiring - Jestin: Critical >
*Jestin* throws a fireball at Walker, who screams in pain.
* R HP:Scratched MV:Tiring - Jestin: Critical >
A throwing knife rips through *Jestin*'s guts as he collapses to the ground.
*Jestin* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Jestin*'s death cry.
* R HP:Scratched MV:Tiring >
You try to quietly draw a sharp, red stone dagger from a bright red robe.
* R HP:Scratched MV:Tiring >
nar rip
Walker gets a bubbling draught from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets the severed head of Walker the Human slain in the Blasted Lands from the corpse of Jestin.
Walker gets a throwing knife from the corpse of Jestin.
Walker gets a black pair of silver-tooled boots from the corpse of Jestin.
Walker gets a pair of earthen colored breeches from the corpse of Jestin.
Walker gets a soft leather pouch from the corpse of Jestin.
Walker gets a dagger from the corpse of Jestin.
Walker gets a belt with a buckle of cuendillar from the corpse of Jestin.
Walker gets a belt with a buckle of cuendillar from the corpse of Jestin.
Walker gets a staff of sungwood from the corpse of Jestin.
Walker gets a silver Kandori wristcuff from the corpse of Jestin.
Walker gets a jeweled wristcuff from the corpse of Jestin.
Walker gets a pair of dark gloves from the corpse of Jestin.
Walker gets a set of cloth sleeves from the corpse of Jestin.
Walker gets a surcoat with exquisite embroidery from the corpse of Jestin.
Walker gets a dark suede shirt rich with lace at the neck and cuffs from the corpse of Jestin.
Walker gets a shimmering pendant of obsidian from the corpse of Jestin.
Walker gets a shimmering pendant of obsidian from the corpse of Jestin.
Walker gets a camouflaged hood from the corpse of Jestin.
Walker gets a gold ring from the corpse of Jestin.
Walker gets a gold ring from the corpse of Jestin.
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Block going n
North: A raven is here flying around.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
Walker the Northern Ranger is standing here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The blighted tree is here, fighting YOU!
* R HP:Hurt MV:Tiring - the blighted tree: Scratched >
Walker leaves east.
* R HP:Hurt MV:Tiring - the blighted tree: Scratched >
You pierce the blighted tree's crown very hard.
You swiftly dodge the blighted tree's attempt to hit you.
* R HP:Hurt MV:Tiring - the blighted tree: Hurt >
You pierce the blighted tree's roots extremely hard.
The blighted tree tries to hit you, but you parry successfully.
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
where
Players in your Zone
--------------------
Ibaka - The Blight
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
Walker narrates 'goat patty'
* R HP:Hurt MV:Tiring - the blighted tree: Wounded >
l
You pierce the blighted tree's roots extremely hard.
The blighted tree tries to hit you, but you parry successfully.
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
Block going n
North: A raven is here flying around.
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The blighted tree is here, fighting YOU!
* R HP:Scratched MV:Strong - the blighted tree: Wounded >
Walker narrates 'bashed'
* R HP:Scratched MV:Strong - the blighted tree: Wounded >
f
You panic and attempt to flee!
You flee head over heels.
The Blight
The verdant green of the southern regions is all but invisible here, swallowed
by the foulness of the Blight. Dark shapes stir in the trees, and you feel
extremely uneasy. A large rocky hill prevents movement to the north.
[ obvious exits: E S W ]
East: A rat scurries around trying to get out of sight.
South: A small stick is lying on the ground here.
West: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Strong >
e
e
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]
North: A black tree with bloated leaves sprouts from the ground, branches quivering.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
s
* R HP:Scratched MV:Strong >
x
The Blight
The Blight around you is filled with rotten trees and disgusting foliage,
shaded black and red in an unnatural manner. The heat and humidity are
strong and the smell in the air is foul. Underfoot lies a faint path
leading to the east, but it tapers off to the west and disappears.
[ obvious exits: E S W ]
South: *[31mJestin* is standing here.
West: A rat scurries around trying to get out of sight.
A warhorse is here, stamping his feet impatiently, being ridden by you.
# [kill dark]
* R HP:Scratched MV:Tiring >
Blighted Foothills
Here you stand on the border of the great Blight. Disgusting trees and
plants, mostly dead yet quivering as if still alive, litter the area. To
the north the blight expands off into the horizon. Impassable boulders lie
directly to the east, blocking your view beyond.
[ obvious exits: N ]
Goat patty
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Jestin* is standing here.
Walker the Northern Ranger is here, fighting a goat-faced trolloc.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A goat-faced trolloc is here, fighting Walker.
A goat-faced trolloc is here, fighting Walker.
A goat-faced trolloc is here, fighting Walker.
A myrddraal is here, fighting Walker.
* R HP:Scratched MV:Tiring >
You try to pierce *Jestin*, but he deflects the blow.
Walker panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Jestin: Critical >
Walker leaves north.
cc
* R HP:Scratched MV:Tiring - Jestin: Critical >
# [sheath;draw throwing;throw;draw dagger]
You sheath a sharp, red stone dagger into a bright red robe.
* R HP:Scratched MV:Tiring - Jestin: Critical >
You try to quietly draw a throwing knife from a sungwood bracelet.
* R HP:Scratched MV:Tiring - Jestin: Critical >
You throw a throwing knife at *Jestin*.
* R HP:Scratched MV:Tiring - Jestin: Critical >
A throwing knife arcs through the air.
Walker has arrived from the north.
* R HP:Scratched MV:Tiring - Jestin: Critical >
Walker tries to slash *Jestin*, but he parries successfully.
* R HP:Scratched MV:Tiring - Jestin: Critical >
*Jestin* throws a fireball at Walker, who screams in pain.
* R HP:Scratched MV:Tiring - Jestin: Critical >
A throwing knife rips through *Jestin*'s guts as he collapses to the ground.
*Jestin* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear *Jestin*'s death cry.
* R HP:Scratched MV:Tiring >
You try to quietly draw a sharp, red stone dagger from a bright red robe.
* R HP:Scratched MV:Tiring >
nar rip
Walker gets a bubbling draught from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets a handful of blackberries from the corpse of Jestin.
Walker gets the severed head of Walker the Human slain in the Blasted Lands from the corpse of Jestin.
Walker gets a throwing knife from the corpse of Jestin.
Walker gets a black pair of silver-tooled boots from the corpse of Jestin.
Walker gets a pair of earthen colored breeches from the corpse of Jestin.
Walker gets a soft leather pouch from the corpse of Jestin.
Walker gets a dagger from the corpse of Jestin.
Walker gets a belt with a buckle of cuendillar from the corpse of Jestin.
Walker gets a belt with a buckle of cuendillar from the corpse of Jestin.
Walker gets a staff of sungwood from the corpse of Jestin.
Walker gets a silver Kandori wristcuff from the corpse of Jestin.
Walker gets a jeweled wristcuff from the corpse of Jestin.
Walker gets a pair of dark gloves from the corpse of Jestin.
Walker gets a set of cloth sleeves from the corpse of Jestin.
Walker gets a surcoat with exquisite embroidery from the corpse of Jestin.
Walker gets a dark suede shirt rich with lace at the neck and cuffs from the corpse of Jestin.
Walker gets a shimmering pendant of obsidian from the corpse of Jestin.
Walker gets a shimmering pendant of obsidian from the corpse of Jestin.
Walker gets a camouflaged hood from the corpse of Jestin.
Walker gets a gold ring from the corpse of Jestin.
Walker gets a gold ring from the corpse of Jestin.
Re: Projectile Logs
Ibaka narrates 'zun stabbed'
* S HP:Healthy MV:Full >
l
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.
* S HP:Healthy MV:Full >
Rolling Woodland
A forest of oak, ash and fir grow all about you, rising and falling with the
contours of the land, which is broken into low rolling hills. In the ravines
between hills and in patches around trees grow occasional thickets of under-
brush. To the south the hills rise higher and steeper, but to the north the
land descends into a basin filled with lush green meadows, with small springs
to feed them. Beyond this, a thick brown line passes from east to west, marking
the location of the Caemlyn road; beyond this stretches more forest.
[ obvious exits: N E ]
Zone: Caemlyn Road West of Whitebridge
The corpse of a darkfriend leader is lying here.
The corpse of a darkfriend trooper is lying here. [2]
A dagger has been left here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground.
A soft leather pouch has been discarded here.
A Civil Watch stands guard here.
A Civil Watch stands guard here.
A battle-scarred Civil Watch leads a patrol here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
n
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
Lush Meadowland
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A raven is visible flying high in the sky.
e
* S HP:Healthy MV:Full >
j
Road at Edge of Meadows
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
'
e
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
Caemlyn Road through Wilderness
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
East: A fox is here, hunting for rabbits.
West: An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Full >
e
Bridge over Wide Stream
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A fallen tree lies upon the ground, seemingly chopped down in haste.
A fox is here, hunting for rabbits.
e
* S HP:Healthy MV:Full >
Caemlyn Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
West: A fox is here, hunting for rabbits.
* S HP:Healthy MV:Full >
e
s
A Small Bend
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
South: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Full >
e
Around a Small Bend
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
The corpse of Zenon is lying here.
A brown cow is here, chewing thoughtfully.
A dun mare is here, snorting angrily.
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
'
l
[notice ]
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
You travel along the Caemlyn Road, far from the influence of human activity,
yet even out here the road is still wide and well maintained. South of the
road stretches a thin forest of oak and ash, with occasional stands of fir.
Eastward the forest becomes broken by stretches of tall dry grass. North of
the road, however, is flanked by tall thickets of dense brush; no paths into
the brush are visible. A little ways west the brush ends and the road bends
north around its edge.
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
j
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
w
lc
look in corpse
Around a Small Bend
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
The corpse of Zenon is lying here.
A brown cow is here, chewing thoughtfully.
A dun mare is here, snorting angrily.
* S HP:Healthy MV:Strong >
j
corpse (here) :
a pair of heavy leather shoes
a pair of thin leather leggings
a rusty dagger
a plain brown belt
a quarterstaff
a light pair of leather coverings
a backpack
a worn leather vest
a leather helmet
a lantern
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Strong >
in
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
You are carrying:
a cup of thready brown tea
a large slab of meat
[2] a throwing knife
a throwing spike
a mid-sized slice of meat
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
Ibaka narrates 'zun crit'
e
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
e
Empty Road to Caemlyn
[ obvious exits: E S W ]
Zone: Caemlyn Road West of Whitebridge
East: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
e
e
A Small Crossroads
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
East: An elk with massive antlers eyes you with curiosity.
A brown cow is here, chewing thoughtfully.
A fox is here, hunting for rabbits.
A fox is here, hunting for rabbits.
* S HP:Healthy MV:Strong >
Caemlyn Road through Countryside
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Strong >
n
j
Empty Countryside
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
l
Suern narrates 'hit him with a knife'
* S HP:Healthy MV:Strong >
[notice ]
You start paying increased attention to your surroundings.
j
* S HP:Healthy MV:Strong >
j
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
whe
* S HP:Healthy MV:Strong >
j
Players in your Zone
--------------------
Ibaka - Caemlyn Road West of Whitebridge
Sato - Empty Countryside
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
nar where h e go
whe
You narrate 'where h e go'
l
* S HP:Healthy MV:Strong >
j
Players in your Zone
--------------------
Sato - Empty Countryside
* S HP:Healthy MV:Strong >
j
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
whe
* S HP:Healthy MV:Full >
l
Players in your Zone
--------------------
Suern - Caemlyn Road West of Whitebridge
Sato - Empty Countryside
* S HP:Healthy MV:Full >
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
Suern narrates 'zundra low low'
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full > [k dark]
They aren't here.
* S HP:Healthy MV:Full >
whe
l
Players in your Zone
--------------------
Ibaka - Fields of Barley
Sato - Empty Countryside
* S HP:Healthy MV:Full >
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
*Zundra* has arrived from the east.
[k dark]
You try to pierce *Zundra*, but she deflects the blow.
* S HP:Healthy MV:Full - Zundra: Critical >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Full - Zundra: Critical >
*Zundra* tries to pierce you, but you parry successfully.
You try to pierce *Zundra*, but she deflects the blow.
[k dark]
You do the best you can!
* S HP:Healthy MV:Full - Zundra: Critical >
dt
sheath;draw throwing;throw;draw
You swiftly dodge *Zundra*'s attempt to pierce you.
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Healthy MV:Full - Zundra: Critical >
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Healthy MV:Full - Zundra: Critical >
You throw a throwing spike at *Zundra*.
* S HP:Healthy MV:Full - Zundra: Critical >
*Zundra* panics, and attempts to flee!
* S HP:Healthy MV:Full - Zundra: Critical >
Ibaka narrates 'clumby'
* S HP:Healthy MV:Full - Zundra: Critical >
A throwing spike arcs through the air.
* S HP:Healthy MV:Full - Zundra: Critical >
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Healthy MV:Full - Zundra: Critical >
A throwing spike rips through *Zundra*'s guts as she collapses to the ground.
*Zundra* 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 *Zundra*'s death cry.
* S HP:Healthy MV:Full >
Suern narrates '2w 1n'
* S HP:Healthy MV:Full >
gc
get all corpse
narrip
You get a skin of human flesh from the corpse of Zundra.
You get a throwing knife from the corpse of Zundra.
You get a throwing spike from the corpse of Zundra.
You get a black pair of silver-tooled boots from the corpse of Zundra.
You get a pair of earthen colored breeches from the corpse of Zundra.
You get a brightly-colored sash from the corpse of Zundra.
You get a sharp, red stone dagger from the corpse of Zundra.
You get a silver etched shield from the corpse of Zundra.
You get a silver Kandori wristcuff from the corpse of Zundra.
You get a silver Kandori wristcuff from the corpse of Zundra.
You get a pair of dark gloves from the corpse of Zundra.
You get a set of cloth sleeves from the corpse of Zundra.
You get a backpack from the corpse of Zundra.
You get a bright red robe from the corpse of Zundra.
You get a bearskin tunic from the corpse of Zundra.
You get a Kandori snowflake necklace from the corpse of Zundra.
You get a Kandori snowflake necklace from the corpse of Zundra.
You get a camouflaged hood from the corpse of Zundra.
You get an emerald ring from the corpse of Zundra.
You get an emerald ring from the corpse of Zundra.
You get an oilstone from the corpse of Zundra.
* S HP:Healthy MV:Full >
l
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.
* S HP:Healthy MV:Full >
Rolling Woodland
A forest of oak, ash and fir grow all about you, rising and falling with the
contours of the land, which is broken into low rolling hills. In the ravines
between hills and in patches around trees grow occasional thickets of under-
brush. To the south the hills rise higher and steeper, but to the north the
land descends into a basin filled with lush green meadows, with small springs
to feed them. Beyond this, a thick brown line passes from east to west, marking
the location of the Caemlyn road; beyond this stretches more forest.
[ obvious exits: N E ]
Zone: Caemlyn Road West of Whitebridge
The corpse of a darkfriend leader is lying here.
The corpse of a darkfriend trooper is lying here. [2]
A dagger has been left here.
A gory tuft of flesh lies abandoned on the ground.
A gory tuft of flesh lies abandoned on the ground.
A soft leather pouch has been discarded here.
A Civil Watch stands guard here.
A Civil Watch stands guard here.
A battle-scarred Civil Watch leads a patrol here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
n
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
Lush Meadowland
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A raven is visible flying high in the sky.
e
* S HP:Healthy MV:Full >
j
Road at Edge of Meadows
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
'
e
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Full >
Caemlyn Road through Wilderness
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
East: A fox is here, hunting for rabbits.
West: An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Full >
e
Bridge over Wide Stream
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A fallen tree lies upon the ground, seemingly chopped down in haste.
A fox is here, hunting for rabbits.
e
* S HP:Healthy MV:Full >
Caemlyn Road
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
West: A fox is here, hunting for rabbits.
* S HP:Healthy MV:Full >
e
s
A Small Bend
[ obvious exits: N S W ]
Zone: Caemlyn Road West of Whitebridge
South: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Full >
e
Around a Small Bend
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
The corpse of Zenon is lying here.
A brown cow is here, chewing thoughtfully.
A dun mare is here, snorting angrily.
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
'
l
[notice ]
You start paying increased attention to your surroundings.
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
You travel along the Caemlyn Road, far from the influence of human activity,
yet even out here the road is still wide and well maintained. South of the
road stretches a thin forest of oak and ash, with occasional stands of fir.
Eastward the forest becomes broken by stretches of tall dry grass. North of
the road, however, is flanked by tall thickets of dense brush; no paths into
the brush are visible. A little ways west the brush ends and the road bends
north around its edge.
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
j
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
w
lc
look in corpse
Around a Small Bend
[ obvious exits: N E W ]
Zone: Caemlyn Road West of Whitebridge
Door south: bushes
The corpse of Zenon is lying here.
A brown cow is here, chewing thoughtfully.
A dun mare is here, snorting angrily.
* S HP:Healthy MV:Strong >
j
corpse (here) :
a pair of heavy leather shoes
a pair of thin leather leggings
a rusty dagger
a plain brown belt
a quarterstaff
a light pair of leather coverings
a backpack
a worn leather vest
a leather helmet
a lantern
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Strong >
in
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
You are carrying:
a cup of thready brown tea
a large slab of meat
[2] a throwing knife
a throwing spike
a mid-sized slice of meat
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
Ibaka narrates 'zun crit'
e
* S HP:Healthy MV:Strong >
Empty Road to Caemlyn
[ obvious exits: E W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
e
Empty Road to Caemlyn
[ obvious exits: E S W ]
Zone: Caemlyn Road West of Whitebridge
East: A brown cow is here, chewing thoughtfully.
* S HP:Healthy MV:Strong >
e
e
A Small Crossroads
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
East: An elk with massive antlers eyes you with curiosity.
A brown cow is here, chewing thoughtfully.
A fox is here, hunting for rabbits.
A fox is here, hunting for rabbits.
* S HP:Healthy MV:Strong >
Caemlyn Road through Countryside
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
West: A brown cow is here, chewing thoughtfully.
An elk with massive antlers eyes you with curiosity.
* S HP:Healthy MV:Strong >
n
j
Empty Countryside
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
l
Suern narrates 'hit him with a knife'
* S HP:Healthy MV:Strong >
[notice ]
You start paying increased attention to your surroundings.
j
* S HP:Healthy MV:Strong >
j
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
whe
* S HP:Healthy MV:Strong >
j
Players in your Zone
--------------------
Ibaka - Caemlyn Road West of Whitebridge
Sato - Empty Countryside
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
nar where h e go
whe
You narrate 'where h e go'
l
* S HP:Healthy MV:Strong >
j
Players in your Zone
--------------------
Sato - Empty Countryside
* S HP:Healthy MV:Strong >
j
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Strong >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
whe
* S HP:Healthy MV:Full >
l
Players in your Zone
--------------------
Suern - Caemlyn Road West of Whitebridge
Sato - Empty Countryside
* S HP:Healthy MV:Full >
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
Suern narrates 'zundra low low'
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full > [k dark]
They aren't here.
* S HP:Healthy MV:Full >
whe
l
Players in your Zone
--------------------
Ibaka - Fields of Barley
Sato - Empty Countryside
* S HP:Healthy MV:Full >
Empty Countryside
You wander about in small fields of tall dry grass separated by copses of
fir and oak and tall ash tress, with small bushes growing in thickets about
them. Except for the occasional rustlings of small animals and birds chirping
in the trees, all is quiet here, with the only signs of mankind being the
broad Caemlyn Road itself just south of here, and a small side road passing
by to the west, which branches off north from the main route. Beyond to the
west are dense thickets of tall brush; but to the east and north are more
fields and copses.
[ obvious exits: N E S W ]
Zone: Caemlyn Road West of Whitebridge
A gray mouse is scuttling about here.
j
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
*Zundra* has arrived from the east.
[k dark]
You try to pierce *Zundra*, but she deflects the blow.
* S HP:Healthy MV:Full - Zundra: Critical >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Full - Zundra: Critical >
*Zundra* tries to pierce you, but you parry successfully.
You try to pierce *Zundra*, but she deflects the blow.
[k dark]
You do the best you can!
* S HP:Healthy MV:Full - Zundra: Critical >
dt
sheath;draw throwing;throw;draw
You swiftly dodge *Zundra*'s attempt to pierce you.
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Healthy MV:Full - Zundra: Critical >
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Healthy MV:Full - Zundra: Critical >
You throw a throwing spike at *Zundra*.
* S HP:Healthy MV:Full - Zundra: Critical >
*Zundra* panics, and attempts to flee!
* S HP:Healthy MV:Full - Zundra: Critical >
Ibaka narrates 'clumby'
* S HP:Healthy MV:Full - Zundra: Critical >
A throwing spike arcs through the air.
* S HP:Healthy MV:Full - Zundra: Critical >
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Healthy MV:Full - Zundra: Critical >
A throwing spike rips through *Zundra*'s guts as she collapses to the ground.
*Zundra* 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 *Zundra*'s death cry.
* S HP:Healthy MV:Full >
Suern narrates '2w 1n'
* S HP:Healthy MV:Full >
gc
get all corpse
narrip
You get a skin of human flesh from the corpse of Zundra.
You get a throwing knife from the corpse of Zundra.
You get a throwing spike from the corpse of Zundra.
You get a black pair of silver-tooled boots from the corpse of Zundra.
You get a pair of earthen colored breeches from the corpse of Zundra.
You get a brightly-colored sash from the corpse of Zundra.
You get a sharp, red stone dagger from the corpse of Zundra.
You get a silver etched shield from the corpse of Zundra.
You get a silver Kandori wristcuff from the corpse of Zundra.
You get a silver Kandori wristcuff from the corpse of Zundra.
You get a pair of dark gloves from the corpse of Zundra.
You get a set of cloth sleeves from the corpse of Zundra.
You get a backpack from the corpse of Zundra.
You get a bright red robe from the corpse of Zundra.
You get a bearskin tunic from the corpse of Zundra.
You get a Kandori snowflake necklace from the corpse of Zundra.
You get a Kandori snowflake necklace from the corpse of Zundra.
You get a camouflaged hood from the corpse of Zundra.
You get an emerald ring from the corpse of Zundra.
You get an emerald ring from the corpse of Zundra.
You get an oilstone from the corpse of Zundra.
Re: Projectile Logs
Thinning Woods
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is here, fighting Reyl.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is standing here.
A rat scurries around trying to get out of sight.
whe
* R HP:Battered MV:Winded >
l
*Bearnedryl* tries to smite you, but you parry successfully.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Draz has arrived from the east, riding a warhorse.
Players in your Zone
--------------------
Draz - Thinning Woods
Sato - Thinning Woods
Reyl - Thinning Woods
j
* R HP:Battered MV:Winded - Bearnedryl: Critical >
j
You pierce *Bearnedryl*'s head.
*Bearnedryl* tries to smite you, but you deflect the blow.
*Gruncle* cleaves Reyl's left leg hard.
*Taralsa* pierces Reyl's body hard.
Draz slices *Bearnedryl*'s right arm very hard.
*Bearnedryl* panics, and attempts to flee!
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Draz Verathian is here, fighting Bearnedryl, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is here, fighting Reyl.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is here, fighting YOU!
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
[k dark]
You do the best you can!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
l
*Taralsa* pierces Reyl's body.
Reyl sends *Taralsa* sprawling with a powerful bash!
[k dark]
You do the best you can!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Draz Verathian is here, fighting Bearnedryl, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is sitting here.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is here, fighting YOU!
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
dt
sheath;draw throwing;throw;draw
You sheath a silver sai into a surcoat with exquisite embroidery.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
You try to quietly draw a throwing knife from a jeweled wristcuff.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
You throw a throwing knife at *Bearnedryl*.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
A throwing knife arcs through the air.
Reyl tries to blast *Taralsa*, but he deflects the blow.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Draz sends *Bearnedryl* sprawling with a powerful bash!
*Bearnedryl* panics, and attempts to flee!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
A throwing knife rips through *Bearnedryl*'s guts as he collapses to the ground.
*Bearnedryl* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Bearnedryl*'s death cry.
Reyl avoids being bashed by *Gruncle* who loses his balance and falls!
* R HP:Battered MV:Winded >
You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* R HP:Battered MV:Winded >
gc
get all corpse
(tic_timer): Tic in 7 seconds!
l
j
j
Draz slices *Taralsa*'s head into bloody fragments!
*Taralsa* panics, and attempts to flee!
You get the severed head of Reyl the Human slain in the Blasted Lands from the corpse of Bearnedryl.
You get a skin of human flesh from the corpse of Bearnedryl.
You get a package of iron rations from the corpse of Bearnedryl.
You get a throwing spike from the corpse of Bearnedryl.
You get a throwing knife from the corpse of Bearnedryl.
You get a throwing knife from the corpse of Bearnedryl.
You get a pair of thick metal boots from the corpse of Bearnedryl.
You get a pair of ebony-steel plate greaves from the corpse of Bearnedryl.
You get a great claymore from the corpse of Bearnedryl.
You get a pair of heavy metal gauntlets from the corpse of Bearnedryl.
You get a pair of ebony-steel plate vambraces from the corpse of Bearnedryl.
You get a backpack from the corpse of Bearnedryl.
You get a black wool cape embroidered with a swooping hawk from the corpse of Bearnedryl.
a shining steel breastplate: You can't carry that much weight.
You get a full metal helmet and visor from the corpse of Bearnedryl.
You get a gold ring delicately carved with ivy from the corpse of Bearnedryl.
You get a gold ring delicately carved with ivy from the corpse of Bearnedryl.
* R HP:Battered MV:Winded > Reyl gets a shining steel breastplate from the corpse of Bearnedryl.
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
The corpse of Bearnedryl is lying here.
Draz Verathian is here, fighting Taralsa, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is sitting here.
*Gruncle* is here, fighting Reyl.
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded > [k dark]
You pierce *Taralsa*'s left foot into bloody fragments!
* R HP:Battered MV:Winded - Reyl: Battered - Taralsa: Critical >
You pierce *Taralsa*'s head into bloody fragments!
Draz slices *Taralsa*'s head into bloody fragments!
*Taralsa* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
Your blood freezes as you hear *Taralsa*'s death cry.
[k dark]
You barely pierce *Gruncle*'s body.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is here, fighting Reyl.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is standing here.
A rat scurries around trying to get out of sight.
whe
* R HP:Battered MV:Winded >
l
*Bearnedryl* tries to smite you, but you parry successfully.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Draz has arrived from the east, riding a warhorse.
Players in your Zone
--------------------
Draz - Thinning Woods
Sato - Thinning Woods
Reyl - Thinning Woods
j
* R HP:Battered MV:Winded - Bearnedryl: Critical >
j
You pierce *Bearnedryl*'s head.
*Bearnedryl* tries to smite you, but you deflect the blow.
*Gruncle* cleaves Reyl's left leg hard.
*Taralsa* pierces Reyl's body hard.
Draz slices *Bearnedryl*'s right arm very hard.
*Bearnedryl* panics, and attempts to flee!
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Draz Verathian is here, fighting Bearnedryl, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is here, fighting Reyl.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is here, fighting YOU!
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
[k dark]
You do the best you can!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
l
*Taralsa* pierces Reyl's body.
Reyl sends *Taralsa* sprawling with a powerful bash!
[k dark]
You do the best you can!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
Draz Verathian is here, fighting Bearnedryl, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is sitting here.
*Gruncle* is here, fighting Reyl.
*Bearnedryl* is here, fighting YOU!
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
dt
sheath;draw throwing;throw;draw
You sheath a silver sai into a surcoat with exquisite embroidery.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
You try to quietly draw a throwing knife from a jeweled wristcuff.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
You throw a throwing knife at *Bearnedryl*.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
A throwing knife arcs through the air.
Reyl tries to blast *Taralsa*, but he deflects the blow.
* R HP:Battered MV:Winded - Bearnedryl: Critical >
Draz sends *Bearnedryl* sprawling with a powerful bash!
*Bearnedryl* panics, and attempts to flee!
* R HP:Battered MV:Winded - Bearnedryl: Critical >
A throwing knife rips through *Bearnedryl*'s guts as he collapses to the ground.
*Bearnedryl* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Bearnedryl*'s death cry.
Reyl avoids being bashed by *Gruncle* who loses his balance and falls!
* R HP:Battered MV:Winded >
You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* R HP:Battered MV:Winded >
gc
get all corpse
(tic_timer): Tic in 7 seconds!
l
j
j
Draz slices *Taralsa*'s head into bloody fragments!
*Taralsa* panics, and attempts to flee!
You get the severed head of Reyl the Human slain in the Blasted Lands from the corpse of Bearnedryl.
You get a skin of human flesh from the corpse of Bearnedryl.
You get a package of iron rations from the corpse of Bearnedryl.
You get a throwing spike from the corpse of Bearnedryl.
You get a throwing knife from the corpse of Bearnedryl.
You get a throwing knife from the corpse of Bearnedryl.
You get a pair of thick metal boots from the corpse of Bearnedryl.
You get a pair of ebony-steel plate greaves from the corpse of Bearnedryl.
You get a great claymore from the corpse of Bearnedryl.
You get a pair of heavy metal gauntlets from the corpse of Bearnedryl.
You get a pair of ebony-steel plate vambraces from the corpse of Bearnedryl.
You get a backpack from the corpse of Bearnedryl.
You get a black wool cape embroidered with a swooping hawk from the corpse of Bearnedryl.
a shining steel breastplate: You can't carry that much weight.
You get a full metal helmet and visor from the corpse of Bearnedryl.
You get a gold ring delicately carved with ivy from the corpse of Bearnedryl.
You get a gold ring delicately carved with ivy from the corpse of Bearnedryl.
* R HP:Battered MV:Winded > Reyl gets a shining steel breastplate from the corpse of Bearnedryl.
Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]
Zone: Northern Borderlands
The corpse of Bearnedryl is lying here.
Draz Verathian is here, fighting Taralsa, riding a warhorse.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Reyl the True Blood is here, fighting Taralsa, riding a warhorse.
*Taralsa* is sitting here.
*Gruncle* is here, fighting Reyl.
A rat scurries around trying to get out of sight.
* R HP:Battered MV:Winded > [k dark]
You pierce *Taralsa*'s left foot into bloody fragments!
* R HP:Battered MV:Winded - Reyl: Battered - Taralsa: Critical >
You pierce *Taralsa*'s head into bloody fragments!
Draz slices *Taralsa*'s head into bloody fragments!
*Taralsa* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
Your blood freezes as you hear *Taralsa*'s death cry.
[k dark]
You barely pierce *Gruncle*'s body.
Re: Projectile Logs
* R HP:Healthy MV:Full >
e
x
call
Outside the Dog Gate
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
Door east: DogGate
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
e
* R HP:Healthy MV:Full >
You don't see a closed gate.
* R HP:Healthy MV:Full >
Inside the Dog Gate
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
North: A grizzled Shienaran veteran looks on.
South: A mangy cat scurries around trying not to get stepped on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Tisese Al'Sorna is standing here, riding a warhorse.
A Shienaran gatekeeper stands here, watching over the gate.
An elite Shienaran guard attends his duties.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy MV:Full >
j
j
*Styg* has arrived from the south.
* R HP:Healthy MV:Full >
[k dark]
You pierce *Styg*'s head.
* R HP:Healthy MV:Full - Styg: Hurt >
'
[k dark]
You do the best you can!
l
* R HP:Healthy MV:Full - Styg: Hurt >
An elite Shienaran guard joins your fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
The Shienaran gatekeeper joins an elite Shienaran guard's fight!
The Shienaran gatekeeper tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's body.
A Shienaran gate guard barely tickles Styg's body with his slash.
A Shienaran gate guard barely tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's left arm.
An elite Shienaran guard tickles Styg's body with his slash.
*Styg* tries to pound you, but you deflect the blow.
You pierce *Styg*'s right leg.
Tisese tickles *Styg*'s body with her strike.
[notice ]
You start paying increased attention to your surroundings.
j
* R HP:Healthy MV:Full - Styg: Wounded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
North: A grizzled Shienaran veteran looks on.
South: A mangy cat scurries around trying not to get stepped on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Styg* is here, fighting YOU!
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Tisese Al'Sorna is here, fighting Styg, riding a warhorse.
The Shienaran gatekeeper is here, fighting Styg.
An elite Shienaran guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
* R HP:Healthy MV:Full - Styg: Wounded >
v
close gate
[k dark]
You do the best you can!
*Styg* panics, and attempts to flee!
* R HP:Healthy MV:Full - Styg: Wounded >
j
Ok.
j
* R HP:Healthy MV:Full - Styg: Wounded >
j
You tickle *Styg*'s right hand with your pierce.
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
j
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
j
Tisese strikes *Styg*'s right leg.
The Shienaran gatekeeper slashes Styg's body.
A Shienaran gate guard barely slashes Styg's right arm.
A Shienaran gate guard barely slashes Styg's right arm.
A Shienaran gate guard slashes Styg's right leg.
A Shienaran gate guard barely tickles Styg's body with his slash.
An elite Shienaran guard barely slashes Styg's body.
*Styg* tries to pound you, but you deflect the blow.
You pierce *Styg*'s right leg.
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
j
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
v
close gate
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
Emdawe has arrived from the south, riding a warhorse.
It's already closed!
* R HP:Healthy MV:Full - Styg: Wounded >
Emdawe leaves north riding a warhorse. ^^
* R HP:Healthy MV:Full - Styg: Wounded >
j
j
j
Tisese strikes *Styg*'s body.
The Shienaran gatekeeper barely tickles Styg's head with his slash.
A Shienaran gate guard slashes Styg's left arm.
A Shienaran gate guard tickles Styg's left leg with his slash.
A Shienaran gate guard tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's body.
An elite Shienaran guard barely slashes Styg's left arm.
*Styg* tries to pound you, but you parry successfully.
You pierce *Styg*'s body.
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
*Styg* panics, and attempts to flee!
j
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
j
Emdawe has arrived from the north, riding a warhorse.
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
j
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
dm
dism
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
Emdawe narrates 'dog'
*Styg* leaves north. ^^
* R HP:Healthy MV:Full >
You stop riding him.
* HP:Healthy MV:Full >
/
sneak
n
An elite Shienaran guard leaves north. ^^
Emdawe leaves north riding a warhorse. ^^
Ok, you'll try to move silently for a while.
* S HP:Healthy MV:Full >
n
Tisese leaves north riding a warhorse. ^^
n
* S HP:Healthy MV:Full >
n
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: South: A Domani razor stands here, eyes keen and swishing its tail.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Lord Emdawe Kristae the Lieutenant is here, fighting Styg, riding a warhorse.
An elite Shienaran guard attends his duties.
*Styg* is here, fighting Emdawe.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.
* S HP:Healthy MV:Full >
n
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: South: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
n
* S HP:Healthy MV:Full >
n
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: A well-dressed man peals his bell, alerting people to the latest news.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Tisese Al'Sorna is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
e
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
j
Tisese leaves south riding a warhorse. vv
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
East: A grizzled Shienaran veteran looks on.
West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
w
* S HP:Healthy MV:Full >
j
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: A well-dressed man peals his bell, alerting people to the latest news.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
s
[k dark]
They aren't here.
*Styg* has arrived from the south.
* S HP:Healthy MV:Strong >
j
j
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: *Styg* is standing here.
South: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
Emdawe has arrived from the south, riding a warhorse.
[k dark]
They aren't here.
n
* S HP:Healthy MV:Strong >
e
The grizzled veteran has arrived from the south.
Emdawe leaves north riding a warhorse. ^^
e
* S HP:Healthy MV:Strong >
e
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: South: A grizzled Shienaran veteran looks on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
* S HP:Healthy MV:Strong >
j
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
East: West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.
* S HP:Healthy MV:Strong >
j
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
East: West: A well-dressed man peals his bell, alerting people to the latest news.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Styg* is standing here.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.
j
* S HP:Healthy MV:Strong >
j
Malkier Gate
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
East: A grizzled Shienaran veteran looks on.
West: *Styg* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
Lord Emdawe Kristae the Lieutenant is standing here, riding a warhorse.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
*Styg* has arrived from the west.
* S HP:Healthy MV:Strong >
j
Emdawe cleaves *Styg*'s right foot hard.
[k dark]
You pierce *Styg*'s body.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
Emdawe closes the Malkiergate.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
v
close gate
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
A Shienaran gate guard bellows 'Argh! The foul beast Styg has been spotted!'
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
It's already closed!
*Styg* panics, and attempts to flee!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
You pierce *Styg*'s body.
A Shienaran gate guard joins your fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
You pierce *Styg*'s right leg.
Tisese has arrived from the west, riding a warhorse.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
'
The loud peals of a handbell echo through the streets.
The grizzled veteran has arrived from the east.
The Shienaran gatekeeper opens the Malkiergate.
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
j
Emdawe sends *Styg* sprawling with a powerful bash!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
cw
change mood wimpy
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
l
A Shienaran gate guard slashes Styg's left leg.
A Shienaran gate guard tickles Styg's head with his slash.
A Shienaran gate guard tickles Styg's right leg with his slash.
A Shienaran gate guard barely slashes Styg's right hand.
You pierce *Styg*'s body.
Emdawe cleaves *Styg*'s head hard.
Tisese leaves west riding a warhorse. <<
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A grizzled Shienaran veteran looks on.
*Styg* is sitting here.
Lord Emdawe Kristae the Lieutenant is here, fighting Styg, riding a warhorse.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Tisese has arrived from the west, riding a warhorse.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
dt
sheath;draw throwing;throw;draw
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Emdawe closes the Malkiergate.
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
You throw a throwing spike at *Styg*.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
A Shienaran gate guard barely slashes Styg's right leg.
A Shienaran gate guard barely tickles Styg's left leg with his slash.
A Shienaran gate guard slashes Styg's right arm.
A Shienaran gate guard slashes Styg's body.
Emdawe cleaves *Styg*'s body very hard.
Tisese strikes *Styg*'s left foot hard.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
A throwing spike arcs through the air.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
j
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
j
A throwing spike rips through *Styg*'s guts as he collapses to the ground.
*Styg* 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 *Styg*'s death cry.
A bellman bellows 'Hear ye, hear ye!'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
gc
get all corpse
0
scalp corpse
You get the death scalp of a timber wolf slain in the Blasted Lands from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a dagger from the corpse of Styg.
You get five gold crowns from the corpse of Styg.
You get fifteen copper pennys from the corpse of Styg.
You get a shattered arm from the corpse of Styg.
You get a skin of human flesh from the corpse of Styg.
You get a throwing spike from the corpse of Styg.
You get a dark pair of steel boots from the corpse of Styg.
You get a pair of steel-plated greaves from the corpse of Styg.
You get a bronze belt of odd design from the corpse of Styg.
You get a silver-banded war mallet from the corpse of Styg.
You get a sungwood bracelet from the corpse of Styg.
You get a sungwood bracelet from the corpse of Styg.
You get a pair of heavy metal gauntlets from the corpse of Styg.
You get a pair of ebony-steel plate vambraces from the corpse of Styg.
You get a backpack from the corpse of Styg.
You get a shadowed cloak adorned with red serpentine scales from the corpse of Styg.
a shining steel breastplate: You can't carry that much weight.
You get a torc of gleaming steel from the corpse of Styg.
You get a torc of gleaming steel from the corpse of Styg.
a full metal helmet and visor: You can't carry that much weight.
You get a gold ring delicately carved with ivy from the corpse of Styg.
You get a gold ring delicately carved with ivy from the corpse of Styg.
* S HP:Healthy MV:Strong > Emdawe leans over and severs the head from the corpse of Styg.
It seems to have already been scalped.
e
x
call
Outside the Dog Gate
[ obvious exits: E S W ]
Zone: Fal Dara Outskirts
Door east: DogGate
South: A bearded coachman stands here, waiting for passengers.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An iron lantern hangs from the wall above the gate.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
e
* R HP:Healthy MV:Full >
You don't see a closed gate.
* R HP:Healthy MV:Full >
Inside the Dog Gate
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
North: A grizzled Shienaran veteran looks on.
South: A mangy cat scurries around trying not to get stepped on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Tisese Al'Sorna is standing here, riding a warhorse.
A Shienaran gatekeeper stands here, watching over the gate.
An elite Shienaran guard attends his duties.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
* R HP:Healthy MV:Full >
j
j
*Styg* has arrived from the south.
* R HP:Healthy MV:Full >
[k dark]
You pierce *Styg*'s head.
* R HP:Healthy MV:Full - Styg: Hurt >
'
[k dark]
You do the best you can!
l
* R HP:Healthy MV:Full - Styg: Hurt >
An elite Shienaran guard joins your fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
A Shienaran gate guard joins an elite Shienaran guard's fight!
The Shienaran gatekeeper joins an elite Shienaran guard's fight!
The Shienaran gatekeeper tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's body.
A Shienaran gate guard barely tickles Styg's body with his slash.
A Shienaran gate guard barely tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's left arm.
An elite Shienaran guard tickles Styg's body with his slash.
*Styg* tries to pound you, but you deflect the blow.
You pierce *Styg*'s right leg.
Tisese tickles *Styg*'s body with her strike.
[notice ]
You start paying increased attention to your surroundings.
j
* R HP:Healthy MV:Full - Styg: Wounded >
Inside the Dog Gate
A small iron gate is built into the wall to the west. This gate is rarely
used and only guarded by a few men. To the east the Keep looms over the
city, and the road to the south leads into the city itself.
[ obvious exits: N S W ]
Zone: Fal Dara
Door west: DogGate
North: A grizzled Shienaran veteran looks on.
South: A mangy cat scurries around trying not to get stepped on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Styg* is here, fighting YOU!
A Domani razor stands here, eyes keen and swishing its tail, being ridden by you.
Tisese Al'Sorna is here, fighting Styg, riding a warhorse.
The Shienaran gatekeeper is here, fighting Styg.
An elite Shienaran guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
* R HP:Healthy MV:Full - Styg: Wounded >
v
close gate
[k dark]
You do the best you can!
*Styg* panics, and attempts to flee!
* R HP:Healthy MV:Full - Styg: Wounded >
j
Ok.
j
* R HP:Healthy MV:Full - Styg: Wounded >
j
You tickle *Styg*'s right hand with your pierce.
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
j
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
j
Tisese strikes *Styg*'s right leg.
The Shienaran gatekeeper slashes Styg's body.
A Shienaran gate guard barely slashes Styg's right arm.
A Shienaran gate guard barely slashes Styg's right arm.
A Shienaran gate guard slashes Styg's right leg.
A Shienaran gate guard barely tickles Styg's body with his slash.
An elite Shienaran guard barely slashes Styg's body.
*Styg* tries to pound you, but you deflect the blow.
You pierce *Styg*'s right leg.
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Wounded >
j
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
v
close gate
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Wounded >
Emdawe has arrived from the south, riding a warhorse.
It's already closed!
* R HP:Healthy MV:Full - Styg: Wounded >
Emdawe leaves north riding a warhorse. ^^
* R HP:Healthy MV:Full - Styg: Wounded >
j
j
j
Tisese strikes *Styg*'s body.
The Shienaran gatekeeper barely tickles Styg's head with his slash.
A Shienaran gate guard slashes Styg's left arm.
A Shienaran gate guard tickles Styg's left leg with his slash.
A Shienaran gate guard tickles Styg's body with his slash.
A Shienaran gate guard barely slashes Styg's body.
An elite Shienaran guard barely slashes Styg's left arm.
*Styg* tries to pound you, but you parry successfully.
You pierce *Styg*'s body.
[k dark]
You do the best you can!
j
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
*Styg* panics, and attempts to flee!
j
* R HP:Healthy MV:Full - Styg: Battered >
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
j
Emdawe has arrived from the north, riding a warhorse.
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
j
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
dm
dism
[k dark]
You do the best you can!
* R HP:Healthy MV:Full - Styg: Battered >
Emdawe narrates 'dog'
*Styg* leaves north. ^^
* R HP:Healthy MV:Full >
You stop riding him.
* HP:Healthy MV:Full >
/
sneak
n
An elite Shienaran guard leaves north. ^^
Emdawe leaves north riding a warhorse. ^^
Ok, you'll try to move silently for a while.
* S HP:Healthy MV:Full >
n
Tisese leaves north riding a warhorse. ^^
n
* S HP:Healthy MV:Full >
n
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: South: A Domani razor stands here, eyes keen and swishing its tail.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Lord Emdawe Kristae the Lieutenant is here, fighting Styg, riding a warhorse.
An elite Shienaran guard attends his duties.
*Styg* is here, fighting Emdawe.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
A black cat meanders to an unknown destination.
A black cat meanders to an unknown destination.
* S HP:Healthy MV:Full >
n
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: South: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
n
* S HP:Healthy MV:Full >
n
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: A well-dressed man peals his bell, alerting people to the latest news.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Tisese Al'Sorna is standing here, riding a warhorse.
A run-down looking man wanders aimlessly, collecting lost belongings.
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
e
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
j
Tisese leaves south riding a warhorse. vv
Alas, you cannot go that way...
* S HP:Healthy MV:Full >
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
East: A grizzled Shienaran veteran looks on.
West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
j
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Full >
[k dark]
They aren't here.
w
* S HP:Healthy MV:Full >
j
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: A well-dressed man peals his bell, alerting people to the latest news.
South: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
s
[k dark]
They aren't here.
*Styg* has arrived from the south.
* S HP:Healthy MV:Strong >
j
j
Road Inside the City Walls
[ obvious exits: N S ]
Zone: Fal Dara
North: *Styg* is standing here.
South: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
j
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
Emdawe has arrived from the south, riding a warhorse.
[k dark]
They aren't here.
n
* S HP:Healthy MV:Strong >
e
The grizzled veteran has arrived from the south.
Emdawe leaves north riding a warhorse. ^^
e
* S HP:Healthy MV:Strong >
e
Bend in the Road
[ obvious exits: E S ]
Zone: Fal Dara
East: South: A grizzled Shienaran veteran looks on.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A run-down looking man wanders aimlessly, collecting lost belongings.
* S HP:Healthy MV:Strong >
j
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
East: West: A run-down looking man wanders aimlessly, collecting lost belongings.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A well-dressed man peals his bell, alerting people to the latest news.
* S HP:Healthy MV:Strong >
j
Road Inside the City Walls
[ obvious exits: E W ]
Zone: Fal Dara
Door up: towertrap
East: West: A well-dressed man peals his bell, alerting people to the latest news.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Styg* is standing here.
A grizzled Shienaran veteran looks on.
A run-down looking man wanders aimlessly, collecting lost belongings.
A gleeman is here, wearing a cloak of different colored patches.
j
* S HP:Healthy MV:Strong >
j
Malkier Gate
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
East: A grizzled Shienaran veteran looks on.
West: *Styg* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
Lord Emdawe Kristae the Lieutenant is standing here, riding a warhorse.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
A Shienaran guard keeps watch at the gate.
*Styg* has arrived from the west.
* S HP:Healthy MV:Strong >
j
Emdawe cleaves *Styg*'s right foot hard.
[k dark]
You pierce *Styg*'s body.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
Emdawe closes the Malkiergate.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
v
close gate
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
A Shienaran gate guard bellows 'Argh! The foul beast Styg has been spotted!'
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
It's already closed!
*Styg* panics, and attempts to flee!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
You pierce *Styg*'s body.
A Shienaran gate guard joins your fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
A Shienaran gate guard joins a Shienaran gate guard's fight!
(tic_timer): Tic in 7 seconds!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Battered >
You pierce *Styg*'s right leg.
Tisese has arrived from the west, riding a warhorse.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
j
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
'
The loud peals of a handbell echo through the streets.
The grizzled veteran has arrived from the east.
The Shienaran gatekeeper opens the Malkiergate.
[notice ]
You stop paying increased attention to your surroundings.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
j
Emdawe sends *Styg* sprawling with a powerful bash!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
cw
change mood wimpy
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
l
A Shienaran gate guard slashes Styg's left leg.
A Shienaran gate guard tickles Styg's head with his slash.
A Shienaran gate guard tickles Styg's right leg with his slash.
A Shienaran gate guard barely slashes Styg's right hand.
You pierce *Styg*'s body.
Emdawe cleaves *Styg*'s head hard.
Tisese leaves west riding a warhorse. <<
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Malkier Gate
This large iron gate leads to the fallen kingdom of Malkier, now covered
up by the Blight. A large stone road runs east to west and to the south
is the inner wall that surrounds the Keep. Hunting parties often use
this gate to journey into the Blight.
[ obvious exits: N E W ]
Zone: Fal Dara
Door north: Malkiergate
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
A weapon rack stands on the ground here, ready to store weapons.
A grizzled Shienaran veteran looks on.
*Styg* is sitting here.
Lord Emdawe Kristae the Lieutenant is here, fighting Styg, riding a warhorse.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
A Shienaran gate guard is here, fighting Styg.
j
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Tisese has arrived from the west, riding a warhorse.
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
[k dark]
You do the best you can!
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
dt
sheath;draw throwing;throw;draw
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
Emdawe closes the Malkiergate.
You try to quietly draw a throwing spike from a jeweled wristcuff.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
You throw a throwing spike at *Styg*.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Beaten >
A Shienaran gate guard barely slashes Styg's right leg.
A Shienaran gate guard barely tickles Styg's left leg with his slash.
A Shienaran gate guard slashes Styg's right arm.
A Shienaran gate guard slashes Styg's body.
Emdawe cleaves *Styg*'s body very hard.
Tisese strikes *Styg*'s left foot hard.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
A throwing spike arcs through the air.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
j
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Healthy MV:Strong - Emdawe: Battered - Styg: Critical >
j
A throwing spike rips through *Styg*'s guts as he collapses to the ground.
*Styg* 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 *Styg*'s death cry.
A bellman bellows 'Hear ye, hear ye!'
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
j
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
[k dark]
They aren't here.
* S HP:Healthy MV:Strong >
gc
get all corpse
0
scalp corpse
You get the death scalp of a timber wolf slain in the Blasted Lands from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a large slab of meat from the corpse of Styg.
You get a dagger from the corpse of Styg.
You get five gold crowns from the corpse of Styg.
You get fifteen copper pennys from the corpse of Styg.
You get a shattered arm from the corpse of Styg.
You get a skin of human flesh from the corpse of Styg.
You get a throwing spike from the corpse of Styg.
You get a dark pair of steel boots from the corpse of Styg.
You get a pair of steel-plated greaves from the corpse of Styg.
You get a bronze belt of odd design from the corpse of Styg.
You get a silver-banded war mallet from the corpse of Styg.
You get a sungwood bracelet from the corpse of Styg.
You get a sungwood bracelet from the corpse of Styg.
You get a pair of heavy metal gauntlets from the corpse of Styg.
You get a pair of ebony-steel plate vambraces from the corpse of Styg.
You get a backpack from the corpse of Styg.
You get a shadowed cloak adorned with red serpentine scales from the corpse of Styg.
a shining steel breastplate: You can't carry that much weight.
You get a torc of gleaming steel from the corpse of Styg.
You get a torc of gleaming steel from the corpse of Styg.
a full metal helmet and visor: You can't carry that much weight.
You get a gold ring delicately carved with ivy from the corpse of Styg.
You get a gold ring delicately carved with ivy from the corpse of Styg.
* S HP:Healthy MV:Strong > Emdawe leans over and severs the head from the corpse of Styg.
It seems to have already been scalped.
Re: Projectile Logs
Dark Hallway
Light trickles in from a narrow window at the distant end of the hallway.
Stone walls line the hallway and at regular intervals there are odd
scratches and deep brown smears. A low blanket of cold air floats
mournfully over the floor.
[ obvious exits: N E S W ]
A watchful Dha'vol trolloc scouts his surroundings here.
*Skewer* is standing here.
* HP:Battered MV:Weary > You pierce *Skewer*'s left leg.
* HP:Battered MV:Weary - Skewer: Battered >
*Skewer* tries to smite you, but you deflect the blow.
You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten >
You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten >
You pierce *Skewer*'s body.
y - Skewer: Beaten >
You dodge a bash from *Skewer* who loses his balance and falls!
You panic and attempt to flee!
You flee head over heels.
Dark Hallway
Large ornate shutters fit tightly over the empty windows along the hallway,
cutting off all light from outside. A slight draft seeps through small
crevices inbetween shutters, allowing pockets of damp, cold air to drift
throughout the hallway.
[ obvious exits: N S ]
* HP:Battered MV:Weary > n
kill skewer
Dark Hallway
Light trickles in from a narrow window at the distant end of the hallway.
Stone walls line the hallway and at regular intervals there are odd
scratches and deep brown smears. A low blanket of cold air floats
mournfully over the floor.
[ obvious exits: N E S W ]
A watchful Dha'vol trolloc scouts his surroundings here.
*Skewer* is sitting here.
* HP:Battered MV:Weary > You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten > sheath
draw throwing
throw
draw
You pierce *Skewer*'s right arm.
*Skewer* shrugs helplessly.
* HP:Battered MV:Weary - Skewer: Beaten > You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Beaten > You try to quietly draw a throwing knife from a jeweled wristcuff.
You throw a throwing knife at *Skewer*. >
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
A throwing knife arcs through the air.
kill skewer
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
*Skewer* grunts in pain as he is struck by a throwing knife.
kill skewer
* HP:Battered MV:Weary - Skewer: Beaten > You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > You pierce *Skewer*'s right hand.
You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical > You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical > sheath
draw throwing
throw
draw
*Skewer* tries to smite you, but you parry successfully.
You pierce *Skewer*'s right leg.
You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical >
*Skewer* gives a watchful Dha'vol trolloc an order.
A watchful Dha'vol trolloc joins Skewer's fight!
* HP:Battered MV:Weary - Skewer: Critical > You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a throwing knife from a jeweled wristcuff.
You throw a throwing knife at *Skewer*.al >
* HP:Battered MV:Weary - Skewer: Critical >
A throwing knife arcs through the air.
* HP:Battered MV:Weary - Skewer: Critical > *Skewer* spasms in excruciating pain as he is struck by a throwing knife.
A watchful Dha'vol trolloc tries to blast you, but you dodge the attack.
You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > sheath
draw throwing
throw
draw
You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a throwing spike from a belt bearing a dragon worked in silver.
A watchful Dha'vol trolloc tries to blast you, but you dodge the attack.
You barely sting *Skewer*'s body.
You throw a throwing spike at *Skewer*.
* HP:Battered MV:Weary - Skewer: Critical >
A throwing spike arcs through the air.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical >
A throwing spike rips through *Skewer*'s guts as he collapses to the ground.
*Skewer* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Skewer*'s death cry.
Light trickles in from a narrow window at the distant end of the hallway.
Stone walls line the hallway and at regular intervals there are odd
scratches and deep brown smears. A low blanket of cold air floats
mournfully over the floor.
[ obvious exits: N E S W ]
A watchful Dha'vol trolloc scouts his surroundings here.
*Skewer* is standing here.
* HP:Battered MV:Weary > You pierce *Skewer*'s left leg.
* HP:Battered MV:Weary - Skewer: Battered >
*Skewer* tries to smite you, but you deflect the blow.
You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten >
You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten >
You pierce *Skewer*'s body.
y - Skewer: Beaten >
You dodge a bash from *Skewer* who loses his balance and falls!
You panic and attempt to flee!
You flee head over heels.
Dark Hallway
Large ornate shutters fit tightly over the empty windows along the hallway,
cutting off all light from outside. A slight draft seeps through small
crevices inbetween shutters, allowing pockets of damp, cold air to drift
throughout the hallway.
[ obvious exits: N S ]
* HP:Battered MV:Weary > n
kill skewer
Dark Hallway
Light trickles in from a narrow window at the distant end of the hallway.
Stone walls line the hallway and at regular intervals there are odd
scratches and deep brown smears. A low blanket of cold air floats
mournfully over the floor.
[ obvious exits: N E S W ]
A watchful Dha'vol trolloc scouts his surroundings here.
*Skewer* is sitting here.
* HP:Battered MV:Weary > You pierce *Skewer*'s body.
* HP:Battered MV:Weary - Skewer: Beaten > sheath
draw throwing
throw
draw
You pierce *Skewer*'s right arm.
*Skewer* shrugs helplessly.
* HP:Battered MV:Weary - Skewer: Beaten > You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Beaten > You try to quietly draw a throwing knife from a jeweled wristcuff.
You throw a throwing knife at *Skewer*. >
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
A throwing knife arcs through the air.
kill skewer
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
*Skewer* grunts in pain as he is struck by a throwing knife.
kill skewer
* HP:Battered MV:Weary - Skewer: Beaten > You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > kill skewer
You do the best you can!
* HP:Battered MV:Weary - Skewer: Beaten > You pierce *Skewer*'s right hand.
You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical > You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical > sheath
draw throwing
throw
draw
*Skewer* tries to smite you, but you parry successfully.
You pierce *Skewer*'s right leg.
You do the best you can!
* HP:Battered MV:Weary - Skewer: Critical >
*Skewer* gives a watchful Dha'vol trolloc an order.
A watchful Dha'vol trolloc joins Skewer's fight!
* HP:Battered MV:Weary - Skewer: Critical > You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a throwing knife from a jeweled wristcuff.
You throw a throwing knife at *Skewer*.al >
* HP:Battered MV:Weary - Skewer: Critical >
A throwing knife arcs through the air.
* HP:Battered MV:Weary - Skewer: Critical > *Skewer* spasms in excruciating pain as he is struck by a throwing knife.
A watchful Dha'vol trolloc tries to blast you, but you dodge the attack.
You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > sheath
draw throwing
throw
draw
You sheath a silver sai into a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a throwing spike from a belt bearing a dragon worked in silver.
A watchful Dha'vol trolloc tries to blast you, but you dodge the attack.
You barely sting *Skewer*'s body.
You throw a throwing spike at *Skewer*.
* HP:Battered MV:Weary - Skewer: Critical >
A throwing spike arcs through the air.
* HP:Battered MV:Weary - Skewer: Critical > You try to quietly draw a silver sai from a surcoat with exquisite embroidery.
* HP:Battered MV:Weary - Skewer: Critical >
A throwing spike rips through *Skewer*'s guts as he collapses to the ground.
*Skewer* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Skewer*'s death cry.
Re: Projectile Logs
* S HP:Wounded MV:Fresh - Sklarr: Wounded >
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
North: The corpse of an elite trolloc is lying here.
*Chomsky* is here, fighting a Shienaran forward scout.
*Sklarr* is here, fighting YOU!, riding a shadow stallion.
Isela Adelwhin is here, fighting a Samma N'Sei warrior, riding a warhorse.
Isela is surrounded by a shimmering white aura!
A Samma N'Sei warrior is here, fighting Isela.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Artorias Ilfate, Kandor's Revenge is here, fighting Chomsky, riding a warhorse.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Sklarr.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Sklarr.
Ragan is here, fighting Sklarr.
j
j
* S HP:Wounded MV:Fresh - Sklarr: Wounded >
Isela leaves east riding a warhorse. >>
* S HP:Wounded MV:Fresh - Sklarr: Wounded >
[k dark]
You do the best you can!
*Sklarr* leaves south riding a shadow stallion. vv
* S HP:Wounded MV:Fresh > [k dark]
You pierce *Chomsky*'s body.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Scratched - Chomsky: Battered >
*Zola* has arrived from the west.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Scratched - Chomsky: Battered >
l
You pierce *Chomsky*'s body.
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
A Shienaran forward scout barely slashes Chomsky's body.
*Chomsky* crushes a Shienaran forward scout's right leg into bloody fragments!
A Shienaran forward scout tickles Chomsky's body with his slash.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
North: The corpse of an elite trolloc is lying here.
*Zola* is here, fighting a Shienaran forward scout.
*Chomsky* is here, fighting a Shienaran forward scout.
A red haired man snarls here, revealing filed teeth.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Artorias Ilfate, Kandor's Revenge is here, fighting Chomsky, riding a warhorse.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Zola.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Zola.
Ragan is here, fighting Zola.
Artorias sends *Chomsky* sprawling with a powerful bash!
Isela has arrived from the east, riding a warhorse.
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
Isela strikes *Zola*'s left leg hard.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
Artorias narrates 'chomsky batt bashed'
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
*Zola* panics, and attempts to flee!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
Artorias assumes an offensive striking posture.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
*Zola* leaves north. ^^
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
You pierce *Chomsky*'s head.
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
Artorias lances *Chomsky*'s body hard.
A Shienaran forward scout slashes Chomsky's right arm hard.
A Shienaran forward scout barely slashes Chomsky's body.
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
You pierce *Chomsky*'s right leg hard.
Isela leaves south riding a warhorse. vv
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
Aloe narrates 'jakd 1n blocking, on 2'
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
Isela has arrived from the south, riding a warhorse.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
Artorias narrates 'beat'
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
dt
sheath;draw throwing;throw;draw
Ragan slices Chomsky's right leg hard.
A Shienaran forward scout slashes Chomsky's body.
A Shienaran forward scout slashes Chomsky's body.
You barely pierce *Chomsky*'s body.
Artorias lances *Chomsky*'s right arm.
A Shienaran forward scout barely slashes Chomsky's left leg.
A Shienaran forward scout barely slashes Chomsky's body.
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical > You try to quietly
draw a throwing knife from a jeweled wristcuff.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
You throw a throwing knife at *Chomsky*.
Isela strikes *Chomsky*'s left leg hard.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
*Chomsky* panics, and attempts to flee!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
A throwing knife arcs through the air.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
j
A throwing knife rips through *Chomsky*'s guts as he collapses to the ground.
*Chomsky* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Chomsky*'s death cry.
Ragan slices a Samma N'Sei warrior's body into bloody fragments!
j
* S HP:Wounded MV:Fresh >
*Sklarr* has arrived from the south, riding a shadow stallion.
Isela tries to strike *Sklarr*, but he parries successfully.
j
* S HP:Wounded MV:Fresh >
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Wounded MV:Fresh >
[k dark]
You try to pierce *Sklarr*, but he deflects the blow.
* S HP:Wounded MV:Fresh - Isela: Hurt - Sklarr: Wounded >
You try to pierce *Sklarr*, but he parries successfully.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
*Sklarr* tries to scythe Isela, but she deflects the blow.
Isela strikes *Sklarr*'s right leg very hard.
A Samma N'Sei warrior tries to strike Ragan, but he deflects the blow.
Ragan slices a Samma N'Sei warrior's body extremely hard.
[k dark]
You do the best you can!
j
* S HP:Wounded MV:Fresh - Isela: Hurt - Sklarr: Wounded >
gc
get all corpse
(tic_timer): Tic in 7 seconds!
j
[k dark]
You do the best you can!
Artorias gets a throwing knife from the corpse of Chomsky.
Artorias gets a pair of steel-plated greaves from the corpse of Chomsky.
Artorias gets a skin of human flesh from the corpse of Chomsky.
Artorias gets a long, heavy knife from the corpse of Chomsky.
Artorias gets a bronze belt of odd design from the corpse of Chomsky.
Artorias gets a massive war maul from the corpse of Chomsky.
Artorias gets a sungwood bracelet from the corpse of Chomsky.
Artorias gets a sungwood bracelet from the corpse of Chomsky.
Artorias gets a pair of heavy metal gauntlets from the corpse of Chomsky.
Artorias gets a pair of steel-plated vambraces from the corpse of Chomsky.
Artorias gets a backpack from the corpse of Chomsky.
Artorias gets a shadowed cloak adorned with red serpentine scales from the corpse of Chomsky.
Artorias gets a thick, steel-plated breastplate from the corpse of Chomsky.
Artorias gets a serpent medallion from the corpse of Chomsky.
Artorias gets a serpent medallion from the corpse of Chomsky.
Artorias gets a gold ring delicately carved with ivy from the corpse of Chomsky.
Artorias gets a jade signet ring from the corpse of Chomsky.
Artorias gets a black-laquered badge engraved with red serpents from the corpse of Chomsky.
*Sklarr* panics, and attempts to flee!
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
North: The corpse of an elite trolloc is lying here.
*Chomsky* is here, fighting a Shienaran forward scout.
*Sklarr* is here, fighting YOU!, riding a shadow stallion.
Isela Adelwhin is here, fighting a Samma N'Sei warrior, riding a warhorse.
Isela is surrounded by a shimmering white aura!
A Samma N'Sei warrior is here, fighting Isela.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Artorias Ilfate, Kandor's Revenge is here, fighting Chomsky, riding a warhorse.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Sklarr.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Sklarr.
Ragan is here, fighting Sklarr.
j
j
* S HP:Wounded MV:Fresh - Sklarr: Wounded >
Isela leaves east riding a warhorse. >>
* S HP:Wounded MV:Fresh - Sklarr: Wounded >
[k dark]
You do the best you can!
*Sklarr* leaves south riding a shadow stallion. vv
* S HP:Wounded MV:Fresh > [k dark]
You pierce *Chomsky*'s body.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Scratched - Chomsky: Battered >
*Zola* has arrived from the west.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Scratched - Chomsky: Battered >
l
You pierce *Chomsky*'s body.
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
A Shienaran forward scout barely slashes Chomsky's body.
*Chomsky* crushes a Shienaran forward scout's right leg into bloody fragments!
A Shienaran forward scout tickles Chomsky's body with his slash.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
Zone: Decayed Forest
Door west: greatgate
North: The corpse of an elite trolloc is lying here.
*Zola* is here, fighting a Shienaran forward scout.
*Chomsky* is here, fighting a Shienaran forward scout.
A red haired man snarls here, revealing filed teeth.
A Domani razor stands here, eyes keen and swishing its tail.
Lord Artorias Ilfate, Kandor's Revenge is here, fighting Chomsky, riding a warhorse.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Zola.
A Shienaran forward scout is here, fighting Chomsky.
A Shienaran forward scout is here, fighting Zola.
Ragan is here, fighting Zola.
Artorias sends *Chomsky* sprawling with a powerful bash!
Isela has arrived from the east, riding a warhorse.
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
Isela strikes *Zola*'s left leg hard.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
Artorias narrates 'chomsky batt bashed'
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
[k dark]
You do the best you can!
*Zola* panics, and attempts to flee!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
Artorias assumes an offensive striking posture.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
j
*Zola* leaves north. ^^
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Battered >
You pierce *Chomsky*'s head.
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
Artorias lances *Chomsky*'s body hard.
A Shienaran forward scout slashes Chomsky's right arm hard.
A Shienaran forward scout barely slashes Chomsky's body.
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
You pierce *Chomsky*'s right leg hard.
Isela leaves south riding a warhorse. vv
j
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
Aloe narrates 'jakd 1n blocking, on 2'
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
Isela has arrived from the south, riding a warhorse.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
j
Artorias narrates 'beat'
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
[k dark]
You do the best you can!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Beaten >
dt
sheath;draw throwing;throw;draw
Ragan slices Chomsky's right leg hard.
A Shienaran forward scout slashes Chomsky's body.
A Shienaran forward scout slashes Chomsky's body.
You barely pierce *Chomsky*'s body.
Artorias lances *Chomsky*'s right arm.
A Shienaran forward scout barely slashes Chomsky's left leg.
A Shienaran forward scout barely slashes Chomsky's body.
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical > You try to quietly
draw a throwing knife from a jeweled wristcuff.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
You throw a throwing knife at *Chomsky*.
Isela strikes *Chomsky*'s left leg hard.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
*Chomsky* panics, and attempts to flee!
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
A throwing knife arcs through the air.
* S HP:Wounded MV:Fresh - a Shienaran forward scout: Hurt - Chomsky: Critical >
j
A throwing knife rips through *Chomsky*'s guts as he collapses to the ground.
*Chomsky* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Chomsky*'s death cry.
Ragan slices a Samma N'Sei warrior's body into bloody fragments!
j
* S HP:Wounded MV:Fresh >
*Sklarr* has arrived from the south, riding a shadow stallion.
Isela tries to strike *Sklarr*, but he parries successfully.
j
* S HP:Wounded MV:Fresh >
You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
* S HP:Wounded MV:Fresh >
[k dark]
You try to pierce *Sklarr*, but he deflects the blow.
* S HP:Wounded MV:Fresh - Isela: Hurt - Sklarr: Wounded >
You try to pierce *Sklarr*, but he parries successfully.
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
*Sklarr* tries to scythe Isela, but she deflects the blow.
Isela strikes *Sklarr*'s right leg very hard.
A Samma N'Sei warrior tries to strike Ragan, but he deflects the blow.
Ragan slices a Samma N'Sei warrior's body extremely hard.
[k dark]
You do the best you can!
j
* S HP:Wounded MV:Fresh - Isela: Hurt - Sklarr: Wounded >
gc
get all corpse
(tic_timer): Tic in 7 seconds!
j
[k dark]
You do the best you can!
Artorias gets a throwing knife from the corpse of Chomsky.
Artorias gets a pair of steel-plated greaves from the corpse of Chomsky.
Artorias gets a skin of human flesh from the corpse of Chomsky.
Artorias gets a long, heavy knife from the corpse of Chomsky.
Artorias gets a bronze belt of odd design from the corpse of Chomsky.
Artorias gets a massive war maul from the corpse of Chomsky.
Artorias gets a sungwood bracelet from the corpse of Chomsky.
Artorias gets a sungwood bracelet from the corpse of Chomsky.
Artorias gets a pair of heavy metal gauntlets from the corpse of Chomsky.
Artorias gets a pair of steel-plated vambraces from the corpse of Chomsky.
Artorias gets a backpack from the corpse of Chomsky.
Artorias gets a shadowed cloak adorned with red serpentine scales from the corpse of Chomsky.
Artorias gets a thick, steel-plated breastplate from the corpse of Chomsky.
Artorias gets a serpent medallion from the corpse of Chomsky.
Artorias gets a serpent medallion from the corpse of Chomsky.
Artorias gets a gold ring delicately carved with ivy from the corpse of Chomsky.
Artorias gets a jade signet ring from the corpse of Chomsky.
Artorias gets a black-laquered badge engraved with red serpents from the corpse of Chomsky.
*Sklarr* panics, and attempts to flee!
Re: Projectile Logs
[hide ]
You attempt to hide yourself.
* S HP:Wounded MV:Tiring > Backstab them?!? They are in the throes of battle!
* S HP:Wounded MV:Tiring >
Isela has arrived from the east, riding a bloodstock stallion.
* S HP:Wounded MV:Tiring >
*Nevaeh* has arrived from the west, riding a shadow stallion.
Isela leaves west riding a bloodstock stallion.
* S HP:Wounded MV:Tiring >
*Nevaeh* tries to strike you, but you parry successfully.
*Trill* avoids being bashed by Matheus who loses his balance and falls!
*Trill* leaves west.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded > backstab h.trill
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Zangief* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout tries to slash Nevaeh, but she parries successfully.
A Shienaran forward scout tries to slash Nevaeh, but she deflects the blow.
You pierce *Nevaeh*'s body extremely hard.
Ragan slices Zangief's right leg hard.
A Shienaran forward scout tries to slash Zangief, but he deflects the blow.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Zangief* leaves east riding a shadow stallion.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
Matheus slashes *Nevaeh*'s body extremely hard.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Nevaeh* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
A Shienaran forward scout tries to slash Nevaeh, but she dodges the attack.
Nevaeh swiftly dodges a Shienaran forward scout's attempt to slash her.
You try to pierce *Nevaeh*, but she dodges the attack.
*Nevaeh* tries to strike you, but you deflect the blow.
You try to pierce *Nevaeh*, but she parries successfully.
*Nevaeh* leaves west riding a shadow stallion.
* S HP:Wounded MV:Tiring > kill dark
*Zangief* has arrived from the east, riding a shadow stallion.
You pierce *Zangief*'s right hand hard.
* S HP:Wounded MV:Tiring - Zangief: Hurt > kill dark
You do the best you can!
* S HP:Wounded MV:Tiring - Zangief: Hurt > look
kill dark
Matheus slashes *Zangief*'s body.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a raven is lying here.
A large slab of meat has been placed here.
A lantern has been left here.
You notice a set of riveted chainmail leggings is hidden here.
You notice a set of riveted chainmail leggings is hidden here.
*Zangief* is here, fighting YOU!, riding a shadow stallion.
Lord Matheus the Lord Major is here, fighting Zangief, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
* S HP:Wounded MV:Tiring - Zangief: Hurt > *Zangief* panics, and attempts to flee!
You do the best you can!
* S HP:Wounded MV:Tiring - Zangief: Hurt > kill dark
You try to pierce *Zangief*, but he deflects the blow.
A Shienaran forward scout joins Matheus's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
*Skewer* has arrived from the north.
* S HP:Wounded MV:Tiring - Zangief: Hurt > *Zangief* leaves west riding a shadow stallion.
You try to pierce *Skewer*, but he deflects the blow.
* S HP:Wounded MV:Tiring - Skewer: Beaten > kill dark
You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Beaten > kill dark
*Skewer* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Skewer: Beaten >
Matheus slashes *Skewer*'s body very hard.
* S HP:Wounded MV:Tiring - Skewer: Beaten > You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Beaten >
*Skewer* leaves north.
* S HP:Wounded MV:Tiring > narr skew beaten
n
You narrate 'skew beaten'
h
* S HP:Wounded MV:Tiring > Matheus leaves north riding a warhorse.
Walking Through the Orchard
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A lantern has been left here.
Lord Matheus the Lord Major is standing here, riding a warhorse.
*Skewer* is standing here.
backstab h.dark
* S HP:Wounded MV:Tiring > Matheus tries to slash *Skewer*, but he deflects the blow.
[hide ]
You attempt to hide yourself.
* S HP:Wounded MV:Tiring > Backstab them?!? They are in the throes of battle!
* S HP:Wounded MV:Tiring > kill dark
You pierce *Skewer*'s body hard.
*Skewer* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > cmb
cpo
kill dark
[change mood BRAVE]
Mood changed to: BRAVE
Wimpy reset to: 121 hit points.
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > Arglebargle, glop-glyf!?!
kill dark
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > You do the best you can!
kill dark
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > You pierce *Skewer*'s head.
*Skewer* tries to slash Matheus, but he deflects the blow.
You do the best you can!
*Skewer* leaves south.
*Skewer* has arrived from the south.
* S HP:Wounded MV:Tiring > kill dark
You try to pierce *Skewer*, but he parries successfully.
* S HP:Wounded MV:Tiring - Skewer: Critical > You do the best you can!
kill dark
* S HP:Wounded MV:Tiring - Skewer: Critical > Matheus sends *Skewer* sprawling with a powerful bash!
*Skewer* panics, and attempts to flee!
You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Critical > sheath dagger
draw throwing
throw
draw dagger
You pierce *Skewer*'s body very hard.
You sheath a triple bladed dagger into a shoufa with a black veil.
* S HP:Wounded MV:Tiring - Skewer: Critical > Matheus stops using a silver etched shield.
Matheus grips a heron-marked longsword with both hands.
You try to quietly draw a throwing knife from a surcoat with exquisite embroidery.
* S HP:Wounded MV:Tiring - Skewer: Critical > You throw a throwing knife at *Skewer*.
* S HP:Wounded MV:Tiring - Skewer: Critical >
A throwing knife arcs through the air.
* S HP:Wounded MV:Tiring - Skewer: Critical >
Matheus slashes *Skewer*'s head.
* S HP:Wounded MV:Tiring - Skewer: Critical >
A throwing knife rips through *Skewer*'s guts as he collapses to the ground.
*Skewer* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Skewer*'s death cry.
You attempt to hide yourself.
* S HP:Wounded MV:Tiring > Backstab them?!? They are in the throes of battle!
* S HP:Wounded MV:Tiring >
Isela has arrived from the east, riding a bloodstock stallion.
* S HP:Wounded MV:Tiring >
*Nevaeh* has arrived from the west, riding a shadow stallion.
Isela leaves west riding a bloodstock stallion.
* S HP:Wounded MV:Tiring >
*Nevaeh* tries to strike you, but you parry successfully.
*Trill* avoids being bashed by Matheus who loses his balance and falls!
*Trill* leaves west.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded > backstab h.trill
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Zangief* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout joins Ragan's fight!
A Shienaran forward scout tries to slash Nevaeh, but she parries successfully.
A Shienaran forward scout tries to slash Nevaeh, but she deflects the blow.
You pierce *Nevaeh*'s body extremely hard.
Ragan slices Zangief's right leg hard.
A Shienaran forward scout tries to slash Zangief, but he deflects the blow.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Zangief* leaves east riding a shadow stallion.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
Matheus slashes *Nevaeh*'s body extremely hard.
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
*Nevaeh* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Nevaeh: Wounded >
A Shienaran forward scout tries to slash Nevaeh, but she dodges the attack.
Nevaeh swiftly dodges a Shienaran forward scout's attempt to slash her.
You try to pierce *Nevaeh*, but she dodges the attack.
*Nevaeh* tries to strike you, but you deflect the blow.
You try to pierce *Nevaeh*, but she parries successfully.
*Nevaeh* leaves west riding a shadow stallion.
* S HP:Wounded MV:Tiring > kill dark
*Zangief* has arrived from the east, riding a shadow stallion.
You pierce *Zangief*'s right hand hard.
* S HP:Wounded MV:Tiring - Zangief: Hurt > kill dark
You do the best you can!
* S HP:Wounded MV:Tiring - Zangief: Hurt > look
kill dark
Matheus slashes *Zangief*'s body.
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
The corpse of a raven is lying here.
A large slab of meat has been placed here.
A lantern has been left here.
You notice a set of riveted chainmail leggings is hidden here.
You notice a set of riveted chainmail leggings is hidden here.
*Zangief* is here, fighting YOU!, riding a shadow stallion.
Lord Matheus the Lord Major is here, fighting Zangief, riding a warhorse.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forward scout commander stands ever vigilant.
* S HP:Wounded MV:Tiring - Zangief: Hurt > *Zangief* panics, and attempts to flee!
You do the best you can!
* S HP:Wounded MV:Tiring - Zangief: Hurt > kill dark
You try to pierce *Zangief*, but he deflects the blow.
A Shienaran forward scout joins Matheus's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!
*Skewer* has arrived from the north.
* S HP:Wounded MV:Tiring - Zangief: Hurt > *Zangief* leaves west riding a shadow stallion.
You try to pierce *Skewer*, but he deflects the blow.
* S HP:Wounded MV:Tiring - Skewer: Beaten > kill dark
You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Beaten > kill dark
*Skewer* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Skewer: Beaten >
Matheus slashes *Skewer*'s body very hard.
* S HP:Wounded MV:Tiring - Skewer: Beaten > You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Beaten >
*Skewer* leaves north.
* S HP:Wounded MV:Tiring > narr skew beaten
n
You narrate 'skew beaten'
h
* S HP:Wounded MV:Tiring > Matheus leaves north riding a warhorse.
Walking Through the Orchard
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A lantern has been left here.
Lord Matheus the Lord Major is standing here, riding a warhorse.
*Skewer* is standing here.
backstab h.dark
* S HP:Wounded MV:Tiring > Matheus tries to slash *Skewer*, but he deflects the blow.
[hide ]
You attempt to hide yourself.
* S HP:Wounded MV:Tiring > Backstab them?!? They are in the throes of battle!
* S HP:Wounded MV:Tiring > kill dark
You pierce *Skewer*'s body hard.
*Skewer* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > cmb
cpo
kill dark
[change mood BRAVE]
Mood changed to: BRAVE
Wimpy reset to: 121 hit points.
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > Arglebargle, glop-glyf!?!
kill dark
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > You do the best you can!
kill dark
* S HP:Wounded MV:Tiring - Matheus: Wounded - Skewer: Critical > You pierce *Skewer*'s head.
*Skewer* tries to slash Matheus, but he deflects the blow.
You do the best you can!
*Skewer* leaves south.
*Skewer* has arrived from the south.
* S HP:Wounded MV:Tiring > kill dark
You try to pierce *Skewer*, but he parries successfully.
* S HP:Wounded MV:Tiring - Skewer: Critical > You do the best you can!
kill dark
* S HP:Wounded MV:Tiring - Skewer: Critical > Matheus sends *Skewer* sprawling with a powerful bash!
*Skewer* panics, and attempts to flee!
You do the best you can!
* S HP:Wounded MV:Tiring - Skewer: Critical > sheath dagger
draw throwing
throw
draw dagger
You pierce *Skewer*'s body very hard.
You sheath a triple bladed dagger into a shoufa with a black veil.
* S HP:Wounded MV:Tiring - Skewer: Critical > Matheus stops using a silver etched shield.
Matheus grips a heron-marked longsword with both hands.
You try to quietly draw a throwing knife from a surcoat with exquisite embroidery.
* S HP:Wounded MV:Tiring - Skewer: Critical > You throw a throwing knife at *Skewer*.
* S HP:Wounded MV:Tiring - Skewer: Critical >
A throwing knife arcs through the air.
* S HP:Wounded MV:Tiring - Skewer: Critical >
Matheus slashes *Skewer*'s head.
* S HP:Wounded MV:Tiring - Skewer: Critical >
A throwing knife rips through *Skewer*'s guts as he collapses to the ground.
*Skewer* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Skewer*'s death cry.
Re: Projectile Logs
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
* S HP:Battered MV:Winded > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
o S HP:Battered MV:Winded > Alas, you cannot go that way...
kill dark
o S HP:Battered MV:Winded > kill dark
Alas, you cannot go that way...
o S HP:Battered 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 ]
East: *Gnarbage* is standing here.
o S HP:Battered MV:Winded > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground. [2]
The corpse of a rat is lying here. [2]
The corpse of Porka is lying here.
An iron lantern hangs from the wall above the gate.
* S HP:Battered 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 ]
East: *Gnarbage* is standing here.
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A young trolloc is here, growling with a deep bloodlust.
A brooding trolloc watches her charges.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
kill dark
* S HP:Battered MV:Winded > kill dark
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > e
They aren't here.
kill dark
* S HP:Battered MV:Winded > They aren't here.
e
* S HP:Battered MV:Winded > kill dark
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 ]
North: A huge darkhound is here, drooling and snarling.
East: *Gnarbage* is standing here.
South: An artifact collector stands here, searching specific items.
West: A burly trolloc stands here, eyeing the surroundings.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.
A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: *Writher* is resting here.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.
A bearish trolloc towers here, its snout drawn into a snarl.
* S HP:Battered MV:Winded > e
They aren't here.
* S HP:Battered MV:Winded > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A trolloc is here commanding a fist of troops.
West: A young trolloc is here, growling with a deep bloodlust.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
* S HP:Battered MV:Winded > e
e
e
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
East: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here ruling a group of trollocs.
e
* S HP:Battered MV:Winded > kill dark
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
o S HP:Battered MV:Winded > kill dark
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooved trolloc anxiously stamps its feet.
kill dark
o S HP:Battered MV:Winded > The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.
o S HP:Battered MV:Winded > They aren't here.
o S HP:Battered MV:Winded > They aren't here.
e
o S HP:Battered MV:Winded > kill dark
They aren't here.
o S HP:Battered MV:Winded > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
North: A young trolloc is here, growling with a deep bloodlust.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.
o S HP:Battered MV:Winded > They aren't here.
o S HP:Battered MV:Winded > d
The Dungeon
Serving as both the entrance and main room for the dungeon, this large room
branches into two hallways that lead south and north. Stairs made of grey
granite lead up into the keep above. It is slightly cold here and a thick layer
of dust covers the floor from ages of emptiness.
[ obvious exits: N S U ]
Up: A huge darkhound is here, drooling and snarling.
o S HP:Battered MV:Weary > n
n
The Northern Hall of the Dungeon
This hall, lined with torches burned down to their holders long ago, leads
north from the main dungeon. To the west the hall bends and vanishes in the
darkness.
[ obvious exits: S W ]
n
o S HP:Battered MV:Weary > Alas, you cannot go that way...
w
o S HP:Battered MV:Weary > Alas, you cannot go that way...
w
o S HP:Battered MV:Weary > w
In the Northern Hall of the Dungeon
Layers of dust cover the floor entirely. Cobwebs stretch from wall to wall,
sagging under their own weight. To the west a stench rises up and wafts through
the hall. To the south a cell with its bars ripped apart stands open.
[ obvious exits: E S W ]
South: A wretched human prisoner cowers against the wall.
West: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > w
The Corpse
Rotting flesh pervades the room as flies buzz hungrily around a corpse. Oddly
this corpse isn't that decayed, bits of grayish flesh still hang sickly from
white bones.
[ obvious exits: E S W ]
South: A wretched human prisoner cowers against the wall.
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > d
Large Shelves
Large shelves form an L at this corridor. Empty of books, only a few scraps of
paper are left to clutter the shelves. Cracked glass covers the shelves and
floor, all that is left of the vials and beakers. To the south lies the main
room and to the east an awful stench arises.
[ obvious exits: E S D ]
East: A huge trolloc marked with a whirlwind snorts here.
Down: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > d
Alas, you cannot go that way...
o S HP:Battered MV:Weary > d
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > Alas, you cannot go that way...
o S HP:Battered MV:Weary > n
Alas, you cannot go that way...
o S HP:Battered MV:Weary > n
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
South: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > u
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > Alas, you cannot go that way...
o S HP:Battered MV:Weary > u
n
Alas, you cannot go that way...
o S HP:Battered MV:Weary > u
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
South: A huge trolloc marked with a whirlwind snorts here.
Up: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Haggard > Storage Area
This corner of the dungeon was once used to store various equipment. The
shelves have long been destroyed but yet the back of the shelves is still
intact. Broken chains and various forms of restraint lie strewn on the
floor. There are also various broken weapons such as swords and maces left
cluttering the floor here. The dungeon extends to the north and east from
here.
[ obvious exits: N E D ]
North: A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Haggard >
Isela narrates 'gatel ocked'
o S HP:Battered MV:Haggard > scan e
o S HP:Battered MV:Haggard > take fluid container
quaff fluid
You get a thin vial of yellow fluid from a backpack.
o S HP:Battered MV:Haggard > You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
e
o S HP:Battered MV:Winded > scan e
Fire Pit
With each step dust is stirred in this dark dismal area. Here there is a large
fire pit. Various broken branding tools can be seen strewn throughout the pit.
There is a sense of heat coming from the pit indicating that it has been used
recently. Along the southern wall there is a shelf that is still intact and
holds various things used to stoke the fire. The dungeon extends in all
directions except to the south.
[ obvious exits: N E W ]
North: A red-eyed raven is here flying around.
East: *Gnarbage* is standing here.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Weary > *Gnarbage* is standing here.
A figure stands here, ready to collect unwanted things.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.
o S HP:Battered MV:Weary > e
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N E W ]
North: A grim-eyed man patrols the area for his Dark Lord.
An evil-looking spiked club lies here on the ground. [2]
*Gnarbage* is standing here.
A figure stands here, ready to collect unwanted things.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.
o S HP:Battered MV:Weary > hide
ba h.dark
*Gnarbage* tries to crush you, but you parry successfully.
No way! You're fighting for your life!
o S HP:Battered MV:Weary - Gnarbage: Critical > An Elite Ko'bal guard tries to hack you, but you deflect the blow.
No way! You're fighting for your life!
o S HP:Battered MV:Weary - Gnarbage: Critical >
An Elite Ko'bal guard tries to hack you, but you deflect the blow.
You pierce *Gnarbage*'s body.
*Gnarbage* tries to crush you, but you deflect the blow.
o S HP:Battered MV:Weary - Gnarbage: Critical > sheath
draw throwing
throw
sheath
draw dagger
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Weary - Gnarbage: Critical > You try to quietly draw a throwing spike from a jeweled wristcuff.
You throw a throwing spike at *Gnarbage*.ical >
o S HP:Battered MV:Weary - Gnarbage: Critical >
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical >
*Gnarbage* grunts in pain as he is struck by a throwing spike.
sheath
draw throwing
throw
sheath
draw dagger
o S HP:Battered MV:Winded - Gnarbage: Critical > An Elite Ko'bal guard hacks your left arm hard.
You are not wielding a weapon.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a throwing spike from a belt with a buckle of cuendillar.
You throw a throwing spike at *Gnarbage*.tical >
o S HP:Battered MV:Winded - Gnarbage: Critical > TICK IN 5 SECONDS.
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical > You are not wielding a weapon.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical >
*Gnarbage* grunts in pain as he is struck by a throwing spike.
o S HP:Battered MV:Winded - Gnarbage: Critical > sheath
draw throwing
throw
sheath
draw dagger
An Elite Ko'bal guard tries to hack you, but you deflect the blow.
o S HP:Battered MV:Winded - Gnarbage: Critical > You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a throwing spike from a small leather sheath.
You throw a throwing spike at *Gnarbage*.tical >
o S HP:Battered MV:Winded - Gnarbage: Critical >
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical >
A throwing spike rips through *Gnarbage*'s guts as he collapses to the ground.
*Gnarbage* is mortally wounded, and will die soon, if not aided.
o S HP:Battered MV:Winded > You are not wielding a weapon.
o S HP:Battered MV:Winded > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
kill darkttered MV:Winded >
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard hacks your body hard.
An Elite Ko'bal guard tries to hack you, but you parry successfully.
An Elite Ko'bal guard hacks your body into bloody fragments!
You panic and attempt to flee!
An Elite Ko'bal guard hacks your left leg extremely hard.
You wish that your wounds would stop BLEEDING so much!
An Elite Ko'bal guard hacks your body hard.
You wish that your wounds would stop BLEEDING so much!
*Gnarbage* lies immobile on the ground, suffering...
*Gnarbage* is dead! R.I.P.
Your blood freezes as you hear *Gnarbage*'s death cry.
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
You feel parched from the hot weather.
You flee head over heels.
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
* S HP:Battered MV:Winded > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
o S HP:Battered MV:Winded > Alas, you cannot go that way...
kill dark
o S HP:Battered MV:Winded > kill dark
Alas, you cannot go that way...
o S HP:Battered 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 ]
East: *Gnarbage* is standing here.
o S HP:Battered MV:Winded > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
A gory tuft of flesh lies abandoned on the ground. [2]
The corpse of a rat is lying here. [2]
The corpse of Porka is lying here.
An iron lantern hangs from the wall above the gate.
* S HP:Battered 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 ]
East: *Gnarbage* is standing here.
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
A young trolloc is here, growling with a deep bloodlust.
A brooding trolloc watches her charges.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
kill dark
* S HP:Battered MV:Winded > kill dark
They aren't here.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > e
They aren't here.
kill dark
* S HP:Battered MV:Winded > They aren't here.
e
* S HP:Battered MV:Winded > kill dark
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 ]
North: A huge darkhound is here, drooling and snarling.
East: *Gnarbage* is standing here.
South: An artifact collector stands here, searching specific items.
West: A burly trolloc stands here, eyeing the surroundings.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
* S HP:Battered MV:Winded > They aren't here.
* S HP:Battered MV:Winded > The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.
A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
North: *Writher* is resting here.
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A young trolloc is here, growling with a deep bloodlust.
A bearish trolloc towers here, its snout drawn into a snarl.
* S HP:Battered MV:Winded > e
They aren't here.
* S HP:Battered MV:Winded > The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
South: A trolloc is here commanding a fist of troops.
West: A young trolloc is here, growling with a deep bloodlust.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
* S HP:Battered MV:Winded > e
e
e
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
East: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here ruling a group of trollocs.
e
* S HP:Battered MV:Winded > kill dark
The Entrance to the Great Hall
From the look of things, this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving, debris all over the area.
The floor has buckled in many places forcing the once beautiful marble
tiles to crack and even shatter. Cushions of green moss grow and flourish
in the cracks of the once marvelous marble walls. The courtyard lies to the
west, and the Great Hall continues to the east.
[ obvious exits: E W ]
East: A bearish trolloc towers here, its snout drawn into a snarl.
West: A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A wolfish trolloc is here, howling for blood.
o S HP:Battered MV:Winded > kill dark
In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]
North: A wolfish trolloc is here, howling for blood.
South: A wolfish trolloc is here, howling for blood.
West: A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooved trolloc anxiously stamps its feet.
kill dark
o S HP:Battered MV:Winded > The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
East: A huge darkhound is here, drooling and snarling.
South: A huge darkhound is here, drooling and snarling.
West: A bearish trolloc towers here, its snout drawn into a snarl.
o S HP:Battered MV:Winded > They aren't here.
o S HP:Battered MV:Winded > They aren't here.
e
o S HP:Battered MV:Winded > kill dark
They aren't here.
o S HP:Battered MV:Winded > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
North: A young trolloc is here, growling with a deep bloodlust.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.
o S HP:Battered MV:Winded > They aren't here.
o S HP:Battered MV:Winded > d
The Dungeon
Serving as both the entrance and main room for the dungeon, this large room
branches into two hallways that lead south and north. Stairs made of grey
granite lead up into the keep above. It is slightly cold here and a thick layer
of dust covers the floor from ages of emptiness.
[ obvious exits: N S U ]
Up: A huge darkhound is here, drooling and snarling.
o S HP:Battered MV:Weary > n
n
The Northern Hall of the Dungeon
This hall, lined with torches burned down to their holders long ago, leads
north from the main dungeon. To the west the hall bends and vanishes in the
darkness.
[ obvious exits: S W ]
n
o S HP:Battered MV:Weary > Alas, you cannot go that way...
w
o S HP:Battered MV:Weary > Alas, you cannot go that way...
w
o S HP:Battered MV:Weary > w
In the Northern Hall of the Dungeon
Layers of dust cover the floor entirely. Cobwebs stretch from wall to wall,
sagging under their own weight. To the west a stench rises up and wafts through
the hall. To the south a cell with its bars ripped apart stands open.
[ obvious exits: E S W ]
South: A wretched human prisoner cowers against the wall.
West: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > w
The Corpse
Rotting flesh pervades the room as flies buzz hungrily around a corpse. Oddly
this corpse isn't that decayed, bits of grayish flesh still hang sickly from
white bones.
[ obvious exits: E S W ]
South: A wretched human prisoner cowers against the wall.
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > d
Large Shelves
Large shelves form an L at this corridor. Empty of books, only a few scraps of
paper are left to clutter the shelves. Cracked glass covers the shelves and
floor, all that is left of the vials and beakers. To the south lies the main
room and to the east an awful stench arises.
[ obvious exits: E S D ]
East: A huge trolloc marked with a whirlwind snorts here.
Down: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > d
Alas, you cannot go that way...
o S HP:Battered MV:Weary > d
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > Alas, you cannot go that way...
o S HP:Battered MV:Weary > n
Alas, you cannot go that way...
o S HP:Battered MV:Weary > n
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
North: A huge trolloc marked with a whirlwind snorts here.
South: A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > u
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
A huge trolloc marked with a whirlwind snorts here.
o S HP:Battered MV:Weary > Alas, you cannot go that way...
o S HP:Battered MV:Weary > u
n
Alas, you cannot go that way...
o S HP:Battered MV:Weary > u
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
South: A huge trolloc marked with a whirlwind snorts here.
Up: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Haggard > Storage Area
This corner of the dungeon was once used to store various equipment. The
shelves have long been destroyed but yet the back of the shelves is still
intact. Broken chains and various forms of restraint lie strewn on the
floor. There are also various broken weapons such as swords and maces left
cluttering the floor here. The dungeon extends to the north and east from
here.
[ obvious exits: N E D ]
North: A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Haggard >
Isela narrates 'gatel ocked'
o S HP:Battered MV:Haggard > scan e
o S HP:Battered MV:Haggard > take fluid container
quaff fluid
You get a thin vial of yellow fluid from a backpack.
o S HP:Battered MV:Haggard > You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!
e
o S HP:Battered MV:Winded > scan e
Fire Pit
With each step dust is stirred in this dark dismal area. Here there is a large
fire pit. Various broken branding tools can be seen strewn throughout the pit.
There is a sense of heat coming from the pit indicating that it has been used
recently. Along the southern wall there is a shelf that is still intact and
holds various things used to stoke the fire. The dungeon extends in all
directions except to the south.
[ obvious exits: N E W ]
North: A red-eyed raven is here flying around.
East: *Gnarbage* is standing here.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
o S HP:Battered MV:Weary > *Gnarbage* is standing here.
A figure stands here, ready to collect unwanted things.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.
o S HP:Battered MV:Weary > e
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N E W ]
North: A grim-eyed man patrols the area for his Dark Lord.
An evil-looking spiked club lies here on the ground. [2]
*Gnarbage* is standing here.
A figure stands here, ready to collect unwanted things.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.
o S HP:Battered MV:Weary > hide
ba h.dark
*Gnarbage* tries to crush you, but you parry successfully.
No way! You're fighting for your life!
o S HP:Battered MV:Weary - Gnarbage: Critical > An Elite Ko'bal guard tries to hack you, but you deflect the blow.
No way! You're fighting for your life!
o S HP:Battered MV:Weary - Gnarbage: Critical >
An Elite Ko'bal guard tries to hack you, but you deflect the blow.
You pierce *Gnarbage*'s body.
*Gnarbage* tries to crush you, but you deflect the blow.
o S HP:Battered MV:Weary - Gnarbage: Critical > sheath
draw throwing
throw
sheath
draw dagger
You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Weary - Gnarbage: Critical > You try to quietly draw a throwing spike from a jeweled wristcuff.
You throw a throwing spike at *Gnarbage*.ical >
o S HP:Battered MV:Weary - Gnarbage: Critical >
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical >
*Gnarbage* grunts in pain as he is struck by a throwing spike.
sheath
draw throwing
throw
sheath
draw dagger
o S HP:Battered MV:Winded - Gnarbage: Critical > An Elite Ko'bal guard hacks your left arm hard.
You are not wielding a weapon.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a throwing spike from a belt with a buckle of cuendillar.
You throw a throwing spike at *Gnarbage*.tical >
o S HP:Battered MV:Winded - Gnarbage: Critical > TICK IN 5 SECONDS.
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical > You are not wielding a weapon.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical >
*Gnarbage* grunts in pain as he is struck by a throwing spike.
o S HP:Battered MV:Winded - Gnarbage: Critical > sheath
draw throwing
throw
sheath
draw dagger
An Elite Ko'bal guard tries to hack you, but you deflect the blow.
o S HP:Battered MV:Winded - Gnarbage: Critical > You sheath a silver-winged basilard into a surcoat with exquisite embroidery.
o S HP:Battered MV:Winded - Gnarbage: Critical > You try to quietly draw a throwing spike from a small leather sheath.
You throw a throwing spike at *Gnarbage*.tical >
o S HP:Battered MV:Winded - Gnarbage: Critical >
A throwing spike arcs through the air.
o S HP:Battered MV:Winded - Gnarbage: Critical >
A throwing spike rips through *Gnarbage*'s guts as he collapses to the ground.
*Gnarbage* is mortally wounded, and will die soon, if not aided.
o S HP:Battered MV:Winded > You are not wielding a weapon.
o S HP:Battered MV:Winded > You try to quietly draw a silver-winged basilard from a surcoat with exquisite embroidery.
kill darkttered MV:Winded >
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard hacks your body hard.
An Elite Ko'bal guard tries to hack you, but you parry successfully.
An Elite Ko'bal guard hacks your body into bloody fragments!
You panic and attempt to flee!
An Elite Ko'bal guard hacks your left leg extremely hard.
You wish that your wounds would stop BLEEDING so much!
An Elite Ko'bal guard hacks your body hard.
You wish that your wounds would stop BLEEDING so much!
*Gnarbage* lies immobile on the ground, suffering...
*Gnarbage* is dead! R.I.P.
Your blood freezes as you hear *Gnarbage*'s death cry.
Your heartbeat calms down more as you feel less panicked.
Timer now at 61 secs.
You feel parched from the hot weather.
You flee head over heels.