Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Skirrel
Posts: 24
Joined: Thu Nov 17, 2022 5:00 pm

Re: Crit kills

Post by Skirrel » Mon Mar 18, 2024 10:09 am

Got lucky here and dodged a bashed hit, then a bash that would have surely killed me.



* S HP:Beaten MV:Tiring >
Sklarr narrates 'nod'
*Draz* panics, and attempts to flee!

* S HP:Beaten MV:Tiring >

Sklarr strikes *Draz*'s body hard.

* S HP:Beaten MV:Tiring >

*Draz* leaves west.

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

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

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

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

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

w
* S HP:Beaten MV:Tiring >
r
Under the Big Tree
The earth is hollowed under the big tree, making it possible to stand here.
It has no walls, like in a room, but is shaped more like a den of some
sort. The floor is covered with dead grass and there are some very small
tunnels running off in various directions. The only exit is east, out into
the forest.
[ obvious exits: E ]
Zone: Decayed Forest
Door east: deadroots
East: Sklarr the Darkling Master is standing here.
*Draz* is standing here.

* S HP:Beaten MV:Tiring >
[k light]
You barely pierce *Draz*'s left leg.

* S HP:Beaten MV:Tiring - Draz: Critical >
close deadroots

*Draz* closes the deadroots.

* S HP:Beaten MV:Tiring - Draz: Critical >
*Draz* tries to hack you, but you deflect the blow.
You tickle *Draz*'s body with your pierce.
It's already closed!

* S HP:Beaten MV:Tiring - Draz: Critical >

Sklarr narrates 'pat now'

* S HP:Beaten MV:Tiring - Draz: Critical >

You tickle *Draz*'s body with your pierce.

* S HP:Beaten MV:Tiring - Draz: Critical >
nar in deadroots
You narrate 'in deadroots'
*Draz* sends you sprawling with a powerful bash!
PANIC! You couldn't escape!

* S HP:Beaten MV:Tiring - Draz: Critical >
nar come

*Draz* tries to hack you, but you parry successfully.

* S HP:Beaten MV:Tiring - Draz: Critical >

The deadroots is opened from the other side.
*Draz* closes the deadroots.

* S HP:Beaten MV:Tiring - Draz: Critical >

The deadroots is opened from the other side.
*Draz* closes the deadroots.

* S HP:Beaten MV:Tiring - Draz: Critical >

*Draz* gracefully changes forms to Wind and Rain.
*Draz* hacks your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Critical MV:Tiring - Draz: Critical >
PANIC! You couldn't escape!

* S HP:Critical MV:Tiring - Draz: Critical >
You narrate 'come'

* S HP:Critical MV:Tiring - Draz: Critical >

The deadroots is opened from the other side.
The deadroots closes quietly.

* S HP:Critical MV:Tiring - Draz: Critical >

*Draz* tries to hack you, but you deflect the blow.
You pierce *Draz*'s right arm.

* S HP:Critical MV:Tiring - Draz: Critical >
change mood wimpy
You pierce *Draz*'s body.
Mood changed to: Wimpy
Wimpy reset to: 201 hit points.

* S HP:Critical MV:Tiring - Draz: Critical >

You dodge a bash from *Draz* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

* S HP:Critical MV:Tiring - Draz: Critical >

You barely pierce *Draz*'s body.
*Draz* 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?
You gain a level!
Your blood freezes as you hear *Draz*'s death cry.

Isela
Posts: 23
Joined: Fri Jul 30, 2021 9:04 pm

Re: Crit kills

Post by Isela » Mon Mar 18, 2024 12:58 pm

Almost had the trifecta! Nice bash Mephistopheles.



Deeper In the Woods
With an ever strong presence, the trees fill this land from bottom to top,
their roots sinking deep into the land, their branches reaching every
upwards as they strain towards the warmth of the sun far above. Even small
plants grow beneath the massive base of these enormous trees. On all sides
the forest continues to dominate the land.
[ obvious exits: N S W ]
Zone: Thin Woodlands
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Grut* is standing here.
A tall animal with a long neck stands here.
*Glaurang* is here, fighting Melosa.
Melosa Beshar, Journey Accepted is here, fighting Mephistopheles, riding a warhorse.
Melosa is surrounded by a shimmering white aura!
*Jumaro* is here, fighting Mephistopheles, riding a wild stallion.
*Mephistopheles* is sitting here.
A small animal with black and white fur is foraging here.

* R HP:Critical SP:Strong MV:Strong >
[channel 'ice spikes' h.dark]
You begin to weave the appropriate flows...
-=+**
*Grut* scythes a warhorse's body into bloody fragments!
+=-
A warhorse barely tickles Grut's right foot with his hit.
*Glaurang* tries to blast Melosa, but she deflects the blow.
*Jumaro* hacks *Mephistopheles*'s body very hard.
-
Melosa unleashes a flurry of icy spikes at *Grut*, who is stabbed repeatedly.
=
*Glaurang* panics, and attempts to flee!
+

Jumaro narrates 'meph sat ewave grut'
Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your icy spikes shred *Grut*'s guts, causing his insides to flow outside.
*Grut* is dead! R.I.P.
Your blood freezes as you hear *Grut*'s death cry.

* R HP:Critical SP:Strong MV:Strong >
*Glaurang* leaves south.

* R HP:Critical SP:Strong MV:Strong >

You sense Melosa is channeling saidar.

* R HP:Critical SP:Strong MV:Strong >
r
*Jumaro* drawls 'bikbak!'
[k dark]
You barely strike *Mephistopheles*'s body.

* R HP:Critical SP:Strong MV:Strong - Melosa: Wounded - Mephistopheles: Wounded >

You strike *Mephistopheles*'s left foot.
*Jumaro* hacks *Mephistopheles*'s body.

* R HP:Critical SP:Strong MV:Strong - Melosa: Wounded - Mephistopheles: Wounded >
nar grut rip
You narrate 'grut rip'

* R HP:Critical SP:Strong MV:Strong - Melosa: Wounded - Mephistopheles: Wounded >

You sense Melosa is channeling saidar.

* R HP:Critical SP:Strong MV:Strong - Melosa: Wounded - Mephistopheles: Wounded >
isd

*Mephistopheles* sends Melosa sprawling with a powerful bash!

* R HP:Critical SP:Strong MV:Strong - Melosa: Wounded - Mephistopheles: Wounded >
[channel 'ice spikes' h.dark]
You begin to weave the appropriate flows...
-
*Mephistopheles* blasts Melosa's left arm extremely hard.
Melosa panics, and attempts to flee!
=
Melosa leaves south riding a warhorse.
+*
*Jumaro* sends *Mephistopheles* sprawling with a powerful bash!
*
*Glaurang* gets a pair of thick metal boots from the corpse of Grut.
*Glaurang* gets a pair of ebony-steel plate greaves from the corpse of Grut.
*Glaurang* gets a wickedly scythed longsword from the corpse of Grut.
*Glaurang* gets a pair of heavy metal gauntlets from the corpse of Grut.
*Glaurang* gets a pair of ebony-steel plate vambraces from the corpse of Grut.
*Glaurang* gets a backpack from the corpse of Grut.
*Glaurang* gets a cloak of shifting colors from the corpse of Grut.
*Glaurang* gets a shining steel breastplate from the corpse of Grut.
*Glaurang* gets a thin, black chain from the corpse of Grut.
*Glaurang* gets a thin, black chain from the corpse of Grut.
*Glaurang* gets a gold ring delicately carved with ivy from the corpse of Grut.
+
A trained corlm joins Jumaro's fight!
=- -=
Melosa has arrived from the south, riding a warhorse.
+
*Glaurang* blasts a trained corlm's left leg into bloody fragments!
A trained corlm barely hits Glaurang's left leg.
You barely strike *Mephistopheles*'s left hand.
*Jumaro* hacks *Mephistopheles*'s left leg very hard.
Ok.
Spikes of solid ice form in your hands, which you launch at *Mephistopheles*.

* R HP:Critical SP:Strong MV:Strong - Mephistopheles: Battered >
isd

You sense Melosa is channeling saidar.

* R HP:Critical SP:Strong MV:Strong - Mephistopheles: Battered >
*Glaurang* panics, and attempts to flee!

* R HP:Critical SP:Strong MV:Strong - Mephistopheles: Battered >
[channel 'ice spikes' h.dark]
You begin to weave the appropriate flows...
-
*Glaurang* leaves north.
=+**+=
*Jumaro* hacks *Mephistopheles*'s right foot hard.
-
*Glaurang* tries to blast Melosa, but she parries successfully.
-
You sense Melosa is channeling saidar.
=+
isd

Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your icy spikes shred *Glaurang*'s guts, causing his insides to flow outside.
*Glaurang* is dead! R.I.P.
Your blood freezes as you hear *Glaurang*'s death cry.

* R HP:Critical SP:Strong MV:Strong - Mephistopheles: Battered > [channel 'ice
spikes' h.dark]
You begin to weave the appropriate flows...
-=+*

*Jumaro* hacks *Mephistopheles*'s body.
Melosa tickles *Mephistopheles*'s right leg with her strike.
*
You sense Melosa is channeling saidar.
+=-

*Mephistopheles* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!


Melosa releases streaks of Fire at *Mephistopheles*, who screams in pain.


Melosa tickles *Mephistopheles*'s left foot with her strike.
*someone* blasts your body into bloody fragments!
You are dead! Sorry...

Grut
Posts: 37
Joined: Wed Aug 28, 2019 9:24 am

Re: Crit kills

Post by Grut » Mon Mar 18, 2024 1:12 pm

I know channies are part of the game (...), but fighting 2 of them at the same time and having a healthy SEANCHAN show up when everyone is low is just a kick in the balls.

Bad vibes.

isabel
Posts: 1716
Joined: Wed Aug 31, 2016 5:19 am

Re: Crit kills

Post by isabel » Mon Mar 18, 2024 2:04 pm

Grut wrote:
Mon Mar 18, 2024 1:12 pm
I know channies are part of the game (...), but fighting 2 of them at the same time and having a healthy SEANCHAN show up when everyone is low is just a kick in the balls.

Bad vibes.
Pking 2 channies without a channie of your own is a no no. When I got to the part where u died that was my first thought..whyy pk 2 channies :(

Tower isn't even as newbie as it used to be thanks to a certain ajah I shant name (but it starts with G and ends with N)

Okay fine it's the gREDn ajah

vittak
Posts: 29
Joined: Sat Apr 03, 2021 9:52 am

Re: Crit kills

Post by vittak » Thu Mar 28, 2024 9:33 pm

Brooks and I had a long battle both crit/beat for a while. Thank you for the fight Brooks.

Forested Borderlands
[ obvious exits: N S W ]
Zone: Northern Borderlands

track horse


-
=
+
*
*
Some obvious fresh tracks of a Ridden mount leaving south.
Some obvious fresh tracks of a Ridden mount leaving north.
Some faint half week-old tracks of a Ridden mount leaving south.
Some extremely faint week-old tracks of a Ridden mount leaving south.

* HP:Beaten MV:Tiring >

*Brooks* has arrived from the south, riding a warhorse.

* HP:Beaten MV:Tiring >

*Brooks* slashes your right leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Brooks: Beaten >
f
PANIC! You couldn't escape!

* HP:Critical MV:Tiring - Brooks: Beaten >
f

You try to scythe *Brooks*, but he deflects the blow.
*Brooks* slashes your left leg.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Brooks: Beaten >
You panic and attempt to flee!


You flee head over heels.
Forested Borderlands
[ obvious exits: E S ]
Zone: Northern Borderlands
The corpse of a jaguar is lying here.
A large slab of meat has been placed here. [3]
A set of chainmail sleeves lie upon the ground.
A shirt of thin linked mail lies here.
A shiny metal helmet lies to one side.
A remnant of the Age of Legends juts from the soil.
A raven is here flying around.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
A ter'angreal stands here, humming quietly.

* HP:Critical MV:Tiring >
j
1
[k light]
They aren't here.
*Brooks* has arrived from the east, riding a warhorse.

* HP:Critical MV:Tiring >
j
[k light]
You scythe *Brooks*'s right leg very hard.

* HP:Critical MV:Tiring - Brooks: Critical >
[change mood brave]
Mood changed to: Brave

b
* HP:Critical MV:Tiring - Brooks: Critical >
*Brooks* slashes your head.
You wish that your wounds would stop BLEEDING so much!

A shivering tree tries to hit Brooks, but he deflects the blow.
A shivering tree joins a shivering tree's fight!
You scythe *Brooks*'s body very hard.
[k light]
You do the best you can!

* HP:Critical MV:Tiring - Brooks: Critical >
[bash ]


-
=
+
*Brooks* panics, and attempts to flee!

*

*Brooks* leaves east riding a warhorse.

*
+
=
-

-
=
They're not here anymore!

* HP:Critical MV:Tiring >
t
[bash human]
Bash who?

* HP:Critical MV:Tiring >
t
[bash human]
Bash who?

* HP:Critical MV:Tiring >
t
[bash human]
Bash who?

* HP:Critical MV:Tiring >
t
[bash human]
Bash who?
*Brooks* has arrived from the east, riding a warhorse.

* HP:Critical MV:Tiring >
*Brooks* barely slashes your head.
You wish that your wounds would stop BLEEDING so much!

t

* HP:Critical MV:Tiring - Brooks: Critical >
[bash human]


-
=
+
*Brooks* barely slashes your body.
You wish that your wounds would stop BLEEDING so much!

A shivering tree tries to hit Brooks, but he deflects the blow.
A shivering tree joins a shivering tree's fight!

*
*
*Brooks* panics, and attempts to flee!

+
=
-
*Brooks* leaves east riding a warhorse.


-
=
They're not here anymore!

* HP:Critical MV:Tiring >
j

*Brooks* has arrived from the east, riding a warhorse.

j
* HP:Critical MV:Tiring >
j
[k light]
You try to scythe *Brooks*, but he parries successfully.

* HP:Critical MV:Tiring - Brooks: Critical >
[k light]
You do the best you can!

b
* HP:Critical MV:Tiring - Brooks: Critical >
[k light]
You do the best you can!

* HP:Critical MV:Tiring - Brooks: Critical >
A shivering tree tries to hit Brooks, but he deflects the blow.
A shivering tree joins a shivering tree's fight!
[bash ]


-
=
+
*
*
+
A shivering tree tries to hit Brooks, but he deflects the blow.
A shivering tree tries to hit Brooks, but he deflects the blow.
*Brooks* tickles your head with his slash.
You wish that your wounds would stop BLEEDING so much!

*Brooks* panics, and attempts to flee!

=
-

-
=
Your bash at *Brooks* sends him sprawling!

* HP:Critical MV:Tiring - Brooks: Critical >
1
[change mood brave]
Mood changed to: Brave

* HP:Critical MV:Tiring - Brooks: Critical >
j
A shivering tree barely hits Brooks's body.
A shivering tree tickles Brooks's body with its hit.
You scythe *Brooks*'s left foot hard.

A shivering tree tickles Brooks's body with its hit.
A shivering tree hits Brooks's right foot.
You scythe *Brooks*'s body very hard.
*Brooks* is incapacitated and will slowly die, if not aided.

* HP:Critical MV:Tiring - Brooks: Critical >
lo
Forested Borderlands
Thick woodland spreads out for miles and the tall trees of the forest leave
little room for any other type of plant. Soft moss covers the sides of the tree
trunks, feeding off the cool dimness that envelopes the forest. Short shrubs,
their branches tangled, are home to a multitude of bugs and animals.
[ obvious exits: E S ]
Zone: Northern Borderlands
The corpse of a jaguar is lying here.
A large slab of meat has been placed here. [3]
A set of chainmail sleeves lie upon the ground.
A shirt of thin linked mail lies here.
A shiny metal helmet lies to one side.
A remnant of the Age of Legends juts from the soil.
A warhorse is here, stamping his feet impatiently.
*Brooks* is lying here, incapacitated.
A raven is here flying around.
A shivering tree is here, fighting Brooks.
A shivering tree is here, fighting Brooks.
A ter'angreal stands here, humming quietly.

* HP:Critical MV:Tiring - Brooks: Critical >
score

A shivering tree hits Brooks's right arm.
*Brooks* is dead! R.I.P.
Your blood freezes as you hear *Brooks*'s death cry.

* HP:Critical MV:Tiring >
You have 43(410) hit and 133(237) movement points.

skoll
Posts: 2
Joined: Sat Feb 24, 2024 5:51 am

Re: Crit kills

Post by skoll » Tue Apr 02, 2024 5:24 pm

Close finish I had 5 hps left, started Winding, to gap, to blight... the usual. Props to Kazi for using mobs otw up to make it interesting.

* R HP:Beaten MV:Tiring - Kazi: Critical >
A Dha'vol trolloc joins Kazi's fight!
A ramshorned trolloc joins Kazi's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A fade joins a ramshorned trolloc's fight!
A fade slashes your body.
A ramshorned trolloc tries to cleave you, but you parry successfully.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc tries to cleave you, but you parry successfully.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A Dha'vol trolloc tries to cleave you, but you deflect the blow.
You slash *Kazi*'s left foot very hard.
*Kazi* panics, and attempts to flee!
You panic and attempt to flee!

v
cha mood brave
1
k dark
1
k dark
You flee head over heels.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A trolloc is here commanding a fist of troops.
Mood changed to: Brave

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

1
k dark
* R HP:Beaten MV:Tiring >
1
k dark
They aren't here.

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

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

n
* R HP:Beaten MV:Tiring >
1
k dark
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.

n
* R HP:Beaten MV:Tiring >
1
k dark
You try to slash *Kazi*, but he deflects the blow.

* R HP:Beaten MV:Tiring - Kazi: Critical >
No way! You're fighting for your life!

* R HP:Beaten MV:Tiring - Kazi: Critical >
You do the best you can!

* R HP:Beaten MV:Tiring - Kazi: Critical >
mf
cha mood wimpy; flee
Mood changed to: Wimpy

* R HP:Beaten MV:Tiring - Kazi: Critical >
You panic and attempt to flee!

v
cha mood brave
1
k dark

*Kazi* tries to pierce you, but you parry successfully.
A Dha'vol trolloc joins Kazi's fight!
A ramshorned trolloc joins Kazi's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A fade joins a ramshorned trolloc's fight!

1
k dark
You flee head over heels.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A trolloc is here commanding a fist of troops.
Mood changed to: Brave

* R HP:Beaten MV:Winded >
They aren't here.

* R HP:Beaten MV:Winded >
A Dha'vol trolloc leaves north. ^^
A shrill piercing scream reverberates through the area.
They aren't here.

* R HP:Beaten MV:Winded >
scan n
* R HP:Beaten MV:Winded >
s
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving east. >>
There are some tracks of a RIDDEN MOUNT leaving north. ^^
A soft leather pouch has been discarded here.
A water skin has been left on the ground.
A pickaxe with a fine edge has been left on the ground.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
The blight bear stands on its haunches, roaring madly.

* R HP:Beaten MV:Winded >
n
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.



n
1
k dark
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A trolloc is here commanding a fist of troops.
*Kazi* is standing here.
A trolloc is here commanding a fist of troops.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
*Kazi* tries to pierce you, but you deflect the blow.

* R HP:Beaten MV:Winded - Kazi: Critical >
You slash *Kazi*'s body hard.
*Kazi* panics, and attempts to flee!
A Dha'vol trolloc joins Kazi's fight!
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A ramshorned trolloc joins a Dha'vol trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
A fade joins a ramshorned trolloc's fight!
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
mf
cha mood wimpy; flee
Mood changed to: Wimpy

* R HP:Beaten MV:Winded - Kazi: Critical >
You panic and attempt to flee!

v
cha mood brave
1
k dark
1
k dark

*Kazi* leaves south. vv


(tic_timer): Tic in 7 seconds!
1
k dark
You try to slash a Dha'vol trolloc, but he parries successfully.
A fade slashes your body.
A ramshorned trolloc tries to cleave you, but you parry successfully.
A ramshorned trolloc tries to cleave you, but you deflect the blow.
A ramshorned trolloc tries to cleave you, but you parry successfully.
A ramshorned trolloc tries to cleave you, but you parry successfully.
A Dha'vol trolloc barely cleaves your left arm.
A Dha'vol trolloc tries to cleave you, but you parry successfully.
You flee head over heels.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]
Zone: The Blight
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
Mood changed to: Brave

* R HP:Beaten MV:Winded >
You try to slash *Kazi*, but he parries successfully.

*Kazi* panics, and attempts to flee!

* R HP:Beaten MV:Winded - Kazi: Critical >
You do the best you can!

1
k dark
* R HP:Beaten MV:Winded - Kazi: Critical >
1
k dark
You do the best you can!

1
k dark
* R HP:Beaten MV:Winded - Kazi: Critical >
1
k dark
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
1
k dark
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
1
k dark
You try to slash *Kazi*, but he deflects the blow.
You do the best you can!
k dark
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
1
k dark

*Kazi* leaves south. vv

1
k dark
* R HP:Beaten MV:Winded >
They aren't here.

* R HP:Beaten MV:Winded >
1
k dark
You try to slash *Kazi*, but he parries successfully.

* R HP:Beaten MV:Winded - Kazi: Critical >
s
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
*Kazi* tries to pierce you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Beaten MV:Winded - Kazi: Critical >
2
bash
*Kazi* tries to pierce you, but you parry successfully.
You try to slash *Kazi*, but he deflects the blow.
(tic_timer): Tic length updated to: 61.283 seconds.
The sun rises.
Lightning starts to show in the sky.
Your heartbeat calms down more as you feel less panicked.
*Kazi* panics, and attempts to flee!
-=+*

*Kazi* leaves down. dd
*+
d=
1
k dark
Cancelled.
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
Zone: Blighted Grove
There are some tracks of a TROLLOC leaving up. uu
There are some tracks of a RIDDEN MOUNT leaving up. uu
There are some tracks of a RIDDEN MOUNT leaving up. uu
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
You smell something remniscent of death as you enter this place.

* R HP:Beaten MV:Tiring >
You slash *Kazi*'s body.
*Kazi* panics, and attempts to flee!

2
bash
* R HP:Beaten MV:Tiring - Kazi: Critical >

You try to slash *Kazi*, but he deflects the blow.

* R HP:Beaten MV:Tiring - Kazi: Critical >
-=+*
*Kazi* leaves west. <<
*
w+
1
k dark
n=
1
k dark
Cancelled.
Deep in the Valley
The air lies heavy and still in this valley. Parched grass lies limp on
the dry ground. The sparse trees are surrounded by their own dead leaves
at their roots. No new sprouts push up from the ground, and it is
unlikely that there will be new growth here soon.
[ obvious exits: N E ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving east. >>
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

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

* R HP:Beaten MV:Tiring >
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving west. <<
There are some tracks of a RIDDEN MOUNT leaving south. vv
There are some tracks of a snake leaving east.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

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

u
* R HP:Beaten MV:Tiring >
1
k dark
Overlooking the Dismal Valley
The ground falls away sharply here. Massive boulders and roots extend
from the sloping ground making the way down appear treacherous. Spreading
out below is a vast valley, the woods become thicker to the north.
[ obvious exits: N W D ]
Zone: Blighted Grove
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

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

1
k dark
* R HP:Beaten MV:Tiring >
Above the Valley
Here the ground slopes down at a steep angle to the south leading into
a deep valley. A huge mound of solid rock prevents travel to the west. The
stench of rotting dead vegetation is carried on the occasional dry breeze
from the north.
[ obvious exits: N E D ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving down. dd
A bright blue pouch filled with crumbled leaves rests here.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

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

* R HP:Beaten MV:Tiring >
n
n
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

n
* R HP:Beaten MV:Tiring >
Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

* R HP:Beaten MV:Tiring >
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving east. >>
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Tiring >
e
e
1
k dark
n
The blighted tree tries to hit you, but you parry successfully.
The blighted tree joins the blighted tree's fight!
No way! You're fighting for your life!

1
k dark
* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
No way! You're fighting for your life!

* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
They aren't here.

* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
mf
cha mood wimpy; flee
No way! You're fighting for your life! -------- Might have overchased a tad here

* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
v
cha mood brave
They aren't here.

* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
Mood changed to: Wimpy

* R HP:Beaten MV:Tiring - the blighted tree: Scratched >
You panic and attempt to flee!


The blighted tree tries to hit you, but you dodge the attack.
You swiftly dodge the blighted tree's attempt to hit you.

You flee head over heels.
Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
Mood changed to: Brave

* R HP:Beaten MV:Tiring >
n
e
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving east. >>
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

e
* R HP:Beaten MV:Tiring >
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving east. >>
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

n
* R HP:Beaten MV:Tiring >
1
k dark
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a humanoid leaving south.
There are some tracks of a humanoid leaving north.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.

* R HP:Beaten MV:Winded >
2
bash
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving west. <<
There are some tracks of a humanoid leaving west.
There are some tracks of a humanoid leaving south.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
*Kazi* tries to pierce you, but you deflect the blow.

* R HP:Beaten MV:Winded - Kazi: Critical >
You try to slash *Kazi*, but he parries successfully.
A hideous trolloc joins Kazi's fight!
A boarish trolloc joins Kazi's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a boarish trolloc's fight!
*Kazi* pierces your body.
You do the best you can!

* R HP:Beaten MV:Winded - Kazi: Critical >
-=+**+=-
A myrddraal slashes your body.
A boarish trolloc cleaves your body.
You wish that your wounds would stop BLEEDING so much!

A boarish trolloc cleaves your body hard.
You wish that your wounds would stop BLEEDING so much!

A hideous trolloc tries to cleave you, but you deflect the blow.
*Kazi* pierces your left foot.
You wish that your wounds would stop BLEEDING so much!

-=
Your bash at *Kazi* sends him sprawling!
*Kazi* panics, and attempts to flee!

* R HP:Critical MV:Winded - Kazi: Critical >

A myrddraal slashes your body.
You wish that your wounds would stop BLEEDING so much!

A boarish trolloc cleaves your body.
You wish that your wounds would stop BLEEDING so much!

A boarish trolloc cleaves your head very hard.
You wish that your wounds would stop BLEEDING so much!

A hideous trolloc cleaves your left arm.
You wish that your wounds would stop BLEEDING so much!

You slash *Kazi*'s right leg hard.

* R HP:Critical MV:Winded - Kazi: Critical >
mf
cha mood wimpy; flee

*Kazi* leaves west. <<

* R HP:Critical MV:Winded - a hideous trolloc: Healthy >
Mood changed to: Wimpy

* R HP:Critical MV:Winded - a hideous trolloc: Healthy >
v
cha mood brave
You panic and attempt to flee!

1
k dark

*Kazi* pierces your left hand hard.
You wish that your wounds would stop BLEEDING so much!


1
k dark
You flee head over heels.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a humanoid leaving south.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
Mood changed to: Brave

* R HP:Critical MV:Winded >
They aren't here.

n
* R HP:Critical MV:Winded >
s
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving west. <<
There are some bloody traces of a TROLLOC leaving south. vv
There are some tracks of a RIDDEN MOUNT leaving south. vv
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

* R HP:Critical MV:Winded >
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
*Kazi* tries to pierce you, but you parry successfully.

* R HP:Critical MV:Winded - Kazi: Critical >
No way! You're fighting for your life!

* R HP:Critical MV:Winded - Kazi: Critical >

You slash *Kazi*'s left leg hard.
*Kazi* panics, and attempts to flee!
A hideous trolloc joins Kazi's fight!
A hideous trolloc joins a hideous trolloc's fight!

* R HP:Critical MV:Winded - Kazi: Critical >
mf
cha mood wimpy; flee
mf
cha mood wimpy; flee
Mood changed to: Wimpy

* R HP:Critical MV:Winded - Kazi: Critical >
You panic and attempt to flee!

sc
You flee head over heels.
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some tracks of a humanoid leaving east.
There are some tracks of a humanoid leaving north.
There are some tracks of a humanoid leaving south.
A revolting well bubbles with the blood of the sacrificed.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
Mood changed to: Wimpy

* R HP:Critical MV:Winded >
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.

*Kazi* leaves south. vv

* R HP:Critical MV:Winded >
A hideous trolloc tries to cleave you, but you deflect the blow.
A hideous trolloc joins a hideous trolloc's fight!
A hideous trolloc tries to cleave you, but you parry successfully.
You slash a hideous trolloc's body very hard.
A hideous trolloc tries to cleave you, but you deflect the blow.
No way! You're fighting for your life!

* R HP:Critical MV:Winded - a hideous trolloc: Scratched >
s
No way! You're fighting for your life!

mf
cha mood wimpy; flee
* R HP:Critical MV:Winded - a hideous trolloc: Scratched >
Mood changed to: Wimpy
*Kazi* leaves north. ^^

w
* R HP:Critical MV:Winded - a hideous trolloc: Scratched >
You panic and attempt to flee!


A hideous trolloc tries to cleave you, but you deflect the blow.
A hideous trolloc tries to cleave you, but you parry successfully.


*Kazi* pierces your body.
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a humanoid leaving east.
A revolting well bubbles with the blood of the sacrificed.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.


* R HP:Critical MV:Winded >
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of a TROLLOC leaving north. ^^
There are some bloody traces of a TROLLOC leaving south. vv
There are some tracks of a RIDDEN MOUNT leaving north. ^^
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Kazi* is standing here.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.

* R HP:Critical MV:Winded >
n

*Kazi* tries to pierce you, but you deflect the blow.

* R HP:Critical MV:Winded - Kazi: Critical >
w
No way! You're fighting for your life!

mf
cha mood wimpy; flee

*Kazi* tries to pierce you, but you deflect the blow.

You flee head over heels.
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of a TROLLOC leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
There are some tracks of a RIDDEN MOUNT leaving north. ^^
A revolting well bubbles with the blood of the sacrificed.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
Alas, you cannot go that way...

*Kazi* tries to pierce you, but you parry successfully.

1
k dark
* R HP:Critical MV:Winded - Kazi: Critical >
You do the best you can!

* R HP:Critical MV:Winded - Kazi: Critical >
2
bash
You do the best you can!

* R HP:Critical MV:Winded - Kazi: Critical >
-=+
*Kazi* tries to pierce you, but you parry successfully.
**+=
*Kazi* panics, and attempts to flee!
- -=
Your bash at *Kazi* sends him sprawling!

* R HP:Critical MV:Winded - Kazi: Critical >

You slash *Kazi*'s body hard.
*Kazi* is incapacitated and will slowly die, if not aided.

1
k dark
* R HP:Critical MV:Winded - Kazi: Critical >
You do the best you can!

* R HP:Critical MV:Winded - Kazi: Critical >
You slash *Kazi*'s body into bloody fragments!
*Kazi* 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 *Kazi*'s death cry.

suern
Posts: 105
Joined: Mon May 09, 2016 9:12 pm

Re: Crit kills

Post by suern » Wed Apr 03, 2024 7:06 am

The Dusty Road
The Dusty road widens to the north, while narrowing somewhat to the south.
The road is well packed, and there are many signs of frequent use about.
Small patches of grass can be seen to the west and north, allowing patrols
to rest east while not being in the way of travelers.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Tiring >
tt
[track trolloc]


-
=
+
*
*
+
=
You could find no tracks at all.

* S HP:Healthy MV:Winded >
n
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
Zone: Parched Ground
A big brown bear growls angrily about him.

n
* S HP:Healthy MV:Winded >
h
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Winded >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Healthy MV:Winded >
sn
scan north
h
Your eyesight is not so keen.

* S HP:Healthy MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Winded >

(tic_timer): Tic in 7 seconds!
not
h
You start paying increased attention to your surroundings.

* S HP:Healthy MV:Winded >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Healthy MV:Winded >
h
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Winded >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Winded >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Winded >
di
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

di
* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

di
* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

di
* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

di
* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di

A scout narrates 'Call the banners! Shadowspawn sighted at The Winding Road!'

* S HP:Healthy MV:Tiring >
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di
[diag h.dark]
No-one by that name here.

* S HP:Healthy MV:Tiring >
di

*Penetrator* has arrived from the north.

* S HP:Healthy MV:Tiring >
[diag h.dark]
Penetrator has some small wounds and bruises.

* S HP:Healthy MV:Tiring >
y
[ba h.dark]
You silently approach your victim...


-
=
+
*
*
+
=
-

-
=
+
*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
snicker

*Penetrator* snickers softly.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
You snicker softly.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You pierce *Penetrator*'s body.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
l dark

Penetrator has some small wounds and bruises.

*Penetrator* is using:
<held> a silver whirlwind badge
<worn on head> a full metal helmet and visor
<worn around neck> a shimmering chain of gold
<worn around neck> a thin, black chain
<worn about body> a black, silver-embroidered cape
<slung on back> a backpack
<worn on hands> a pair of heavy metal gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<wielded two-handed> a darkened steel trident
<worn on legs> a pair of thick, gold-plated greaves
<worn on feet> a pair of thick metal boots

You attempt to peek at the inventory:
a soft leather pouch

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
l
You try to pierce *Penetrator*, but he deflects the blow.
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
*Penetrator* is here, fighting YOU!
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You try to pierce *Penetrator*, but he parries successfully.
*Penetrator* assumes an offensive striking posture.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You pierce *Penetrator*'s body hard.

f
* S HP:Healthy MV:Tiring - Penetrator: Hurt >
n
You panic and attempt to flee!


You flee head over heels.
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
A gory tuft of flesh lies abandoned on the ground. [2]
A soft leather pouch has been discarded here. [2]
A Civil Watch stands guard here.
A Civil Watch stands guard here.
A battle-scarred Civil Watch leads a patrol here.

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

* S HP:Healthy MV:Tiring >
h
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Tiring >
s
h
y
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
*Penetrator* is standing here.
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
*Penetrator* tries to lance you, but you deflect the blow.
[hide ]
No way! You're fighting for your life!

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
You try to pierce *Penetrator*, but he parries successfully.
*Penetrator* tries to lance you, but you parry successfully.
[ba h.dark]
No way! You're fighting for your life!

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
cpo
change posture offensive
Posture changed to: Offensive

bb
change mood brave
* S HP:Healthy MV:Tiring - Penetrator: Hurt >
Mood changed to: Brave
Wimpy reset to: 120 hit points.

stat
* S HP:Healthy MV:Tiring - Penetrator: Hurt >
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 16.1 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 150, Parrying bonus: 123
Your mood is: Brave. You will flee below: 120 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- NOTICE
- SNEAK

str
take thready pack;quaff thready
* S HP:Healthy MV:Tiring - Penetrator: Hurt >
You pierce *Penetrator*'s body.
You pierce *Penetrator*'s right leg.
There doesn't seem to be a thready in a belt pack.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
You do not have that item.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
l

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Healthy MV:Tiring - Penetrator: Hurt >
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
*Penetrator* is here, fighting YOU!
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You pierce *Penetrator*'s left hand.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You pierce *Penetrator*'s body.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You try to pierce *Penetrator*, but he deflects the blow.

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Healthy MV:Tiring - Penetrator: Hurt >

You pierce *Penetrator*'s right arm.

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
tar penetrator
tar1 set to penetrator
l
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
*Penetrator* is here, fighting YOU!
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator

*Penetrator* sniffs sadly.

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator

*Penetrator* panics, and attempts to flee!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator
*Penetrator* leaves east.
*Penetrator* has arrived from the east.
You try to pierce *Penetrator*, but he parries successfully.

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You swiftly dodge *Penetrator*'s attempt to lance you.
You barely pierce *Penetrator*'s left hand.
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >

*Penetrator* panics, and attempts to flee!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You pierce *Penetrator*'s body.
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
*Penetrator* leaves east.
*Penetrator* has arrived from the east.
You pierce *Penetrator*'s body.

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator

You swiftly dodge *Penetrator*'s attempt to lance you.
You try to pierce *Penetrator*, but he deflects the blow.

* S HP:Healthy MV:Tiring - Penetrator: Wounded >

(tic_timer): Tic in 7 seconds!
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >

*Penetrator* panics, and attempts to flee!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >

*Penetrator* panics, and attempts to flee!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >

You try to pierce *Penetrator*, but he deflects the blow.

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You do the best you can!

4
kill penetrator
* S HP:Healthy MV:Tiring - Penetrator: Wounded >
You barely pierce *Penetrator*'s body.
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >
4
kill penetrator
You do the best you can!

* S HP:Healthy MV:Tiring - Penetrator: Wounded >

*Penetrator* leaves south.

4
kill penetrator
* S HP:Healthy MV:Tiring >
They aren't here.

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

* S HP:Healthy MV:Tiring >
s
h
y
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Tiring >
[ba h.dark]
Backstab who?

* S HP:Healthy MV:Tiring >
not
e
e
n
You stop paying increased attention to your surroundings.

e
* S HP:Healthy MV:Tiring >
e
A Winding Road
The road continues its north south passage through these dusty hills.
Further north the road splits around a hill that rises high above with
sheer cliffs on either side. A large sandstone formation rises on top of
the hill, its form resembling some twisted obelisk.
[ obvious exits: N S W ]
Zone: Parched Ground
A big brown bear growls angrily about him.

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

h
* S HP:Healthy MV:Tiring >
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground
South: A big brown bear growls angrily about him.

y
* S HP:Healthy MV:Tiring >
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Healthy MV:Tiring >
A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
Zone: Parched Ground
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

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

* S HP:Healthy MV:Tiring >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Healthy MV:Tiring >
[ba h.dark]
Backstab who?

w
* S HP:Healthy MV:Tiring >
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

* S HP:Healthy MV:Tiring >
w
s
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground
South: A big brown bear growls angrily about him.

w
* S HP:Healthy MV:Tiring >
A Winding Road
The road continues its north south passage through these dusty hills.
Further north the road splits around a hill that rises high above with
sheer cliffs on either side. A large sandstone formation rises on top of
the hill, its form resembling some twisted obelisk.
[ obvious exits: N S W ]
Zone: Parched Ground
A big brown bear growls angrily about him.

* S HP:Healthy MV:Tiring >
Rugged Terrain
The rugged terrain throws footfalls, giant cracks, and short stubby
thornbushes at its travellers doing its best to impede movement in this
treacherous world. The western route around the hill lies to the north
while the craggy hills stretch out to the west.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
A Shienaran scout blends into the surroundings here.

tt
* S HP:Healthy MV:Tiring >
[track trolloc]


-
=
+
*
*
*Penetrator* has arrived from the south.

+
=
Some obvious fresh tracks of a Trolloc leaving south.

* S HP:Healthy MV:Tiring >
y

*Penetrator* leaves west.

* S HP:Healthy MV:Tiring >
[ba h.dark]
Backstab who?

* S HP:Healthy MV:Tiring >
w
6
w
Shadowing a Road
A small path leads to the north here to rejoin the winding road that
circumnavigates the dominating hill. A clearing of sorts has presented
itself, likely a resting point for a patrol of some sort. Fires, long since
burned out, have been stamped out and scattered in a hasty departure.
[ obvious exits: N E S ]
Zone: Parched Ground

6
* S HP:Healthy MV:Tiring >
[k dark]
They aren't here.

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

* S HP:Healthy MV:Tiring >
[k dark]
They aren't here.

* S HP:Healthy MV:Tiring >
n
A Winding Road
Like a snake, the wagon rutted road slithers between the hills as it passes
the cliff to the east. Skeletons lie on the road here, left to be picked
clean by carrion eaters and slowly decomposed. An age old battle, it
appears as though some of corpses were eaten and savagely ripped apart.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Tiring >
tt
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh tracks of a Trolloc leaving west.

* S HP:Healthy MV:Winded >
w
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A ter'angreal stands here, humming quietly.

* S HP:Healthy MV:Winded >
n
w
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Winded >
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Winded >
s
A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

n
* S HP:Healthy MV:Winded >
w
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Winded >
A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground

n
* S HP:Healthy MV:Winded >
n
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

n
* S HP:Healthy MV:Winded >
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

* S HP:Healthy MV:Winded >
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

* S HP:Healthy MV:Winded >

The master of scouts narrates 'Penetrator was spotted Rugged Terrain'

* S HP:Healthy MV:Winded >
n
e
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Healthy MV:Winded >
n
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

e
* S HP:Healthy MV:Winded >
e
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Winded >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Winded >
tt
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

* S HP:Healthy MV:Winded >
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh tracks of a Trolloc leaving north.
Some obvious recent tracks of a Trolloc leaving west.

* S HP:Healthy MV:Winded >
qf
take yellow pack;quaff yellow
n
You get a thin vial of yellow fluid from a belt pack.

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

* S HP:Healthy MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground
The corpse of a big brown bear is lying here.

* S HP:Healthy MV:Tiring >
n
e
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

* S HP:Healthy MV:Tiring >
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Healthy MV:Tiring >
e
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

e
* S HP:Healthy MV:Tiring >
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: *Penetrator* is standing here.

e
* S HP:Healthy MV:Tiring >
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

h
* S HP:Healthy MV:Tiring >
y
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Healthy MV:Tiring >
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

A myrddraal slashes your head extremely hard.
A myrddraal hisses 'This is the will of the Great Lord.'

A Kno'mon trolloc cleaves your body very hard.
You pierce a Kno'mon trolloc's left leg very hard.
A Kno'mon trolloc cleaves your right foot very hard.
[ba h.dark]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - a Kno'mon trolloc: Scratched >
h
You swiftly dodge *Penetrator*'s attempt to lance you.
[hide ]
No way! You're fighting for your life!

f
* S HP:Hurt MV:Tiring - a Kno'mon trolloc: Scratched >
PANIC! You couldn't escape!

ww
change mood wimpy
* S HP:Hurt MV:Tiring - a Kno'mon trolloc: Scratched >
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* S HP:Hurt MV:Tiring - a Kno'mon trolloc: Scratched >
You panic and attempt to flee!


You flee head over heels.
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: *Penetrator* is standing here.

* S HP:Hurt MV:Tiring >

A myrddraal has arrived from the south.
A Kno'mon trolloc has arrived from the south.
A Kno'mon trolloc has arrived from the south.

* S HP:Hurt MV:Tiring >
s
h
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
North: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.
A dirty rock lies here. [2]
*Penetrator* is standing here.

y
* S HP:Hurt MV:Tiring >
A myrddraal has arrived from the north.
A Kno'mon trolloc has arrived from the north.
A Kno'mon trolloc has arrived from the north.
*Penetrator* leaves north.
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Hurt MV:Tiring >
[ba h.dark]
Backstab who?

* S HP:Hurt MV:Tiring >
s
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap

* S HP:Hurt MV:Tiring >

A myrddraal has arrived from the north.
A Kno'mon trolloc has arrived from the north.
A Kno'mon trolloc has arrived from the north.

* S HP:Hurt MV:Tiring >
n
h
y
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is standing here.

* S HP:Hurt MV:Tiring >
*Penetrator* tries to lance you, but you deflect the blow.
[hide ]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Penetrator: Wounded >
[ba h.dark]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

A myrddraal has arrived from the south.
A Kno'mon trolloc has arrived from the south.
A Kno'mon trolloc has arrived from the south.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

You try to pierce *Penetrator*, but he parries successfully.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

You try to pierce *Penetrator*, but he parries successfully.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >
snap
*SNAP*

f
* S HP:Hurt MV:Tiring - Penetrator: Wounded >

A myrddraal hisses 'This is the will of the Great Lord.'


* S HP:Hurt MV:Tiring - Penetrator: Wounded >
You panic and attempt to flee!


You flee head over heels.
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.

* S HP:Hurt MV:Tiring >
bb
change mood brave
s
Mood changed to: Brave
Wimpy reset to: 120 hit points.

h
* S HP:Hurt MV:Tiring >
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.
*Penetrator* is standing here.

y
* S HP:Hurt MV:Tiring >
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Tiring >
*Penetrator* tries to lance you, but you parry successfully.
[ba h.dark]
No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

You pierce *Penetrator*'s body.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'


* S HP:Hurt MV:Tiring - Penetrator: Wounded >

You pierce *Penetrator*'s body.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

A myrddraal tries to slash you, but you parry successfully.
A Kno'mon trolloc tries to cleave you, but you dodge the attack.
A Kno'mon trolloc cleaves your body extremely hard.
You barely pierce *Penetrator*'s right arm.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >
l
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc is here, fighting YOU!
A Kno'mon trolloc is here, fighting YOU!
A myrddraal is here, fighting YOU!
*Penetrator* is here, fighting YOU!

* S HP:Hurt MV:Tiring - Penetrator: Wounded >

A myrddraal hisses 'This is the will of the Great Lord.'


* S HP:Hurt MV:Tiring - Penetrator: Wounded >

A myrddraal tries to slash you, but you parry successfully.
A Kno'mon trolloc cleaves your head extremely hard.
You swiftly dodge a Kno'mon trolloc's attempt to cleave you.
You pierce *Penetrator*'s left arm hard.
*Penetrator* tries to lance you, but you parry successfully.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >
ww
change mood wimpy
f
You pierce *Penetrator*'s body.
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* S HP:Hurt MV:Tiring - Penetrator: Wounded >
You panic and attempt to flee!

scan
A myrddraal slashes your left leg extremely hard.
A Kno'mon trolloc tries to cleave you, but you parry successfully.
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
You try to pierce *Penetrator*, but he parries successfully.
You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.

* S HP:Wounded MV:Tiring >
e

(tic_timer): Tic in 7 seconds!
h
y
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.
*Penetrator* is standing here.

* S HP:Wounded MV:Tiring >
*Penetrator* tries to lance you, but you deflect the blow.
[hide ]
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - Penetrator: Wounded >
You pierce *Penetrator*'s body.
[ba h.dark]
No way! You're fighting for your life!

* S HP:Wounded MV:Tiring - Penetrator: Wounded >

You pierce *Penetrator*'s right leg.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Wounded MV:Tiring - Penetrator: Wounded >
l
You pierce *Penetrator*'s body.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc is here, fighting YOU!
A Kno'mon trolloc is here, fighting YOU!
A myrddraal is here, fighting YOU!
*Penetrator* is here, fighting YOU!

* S HP:Wounded MV:Tiring - Penetrator: Wounded >

A myrddraal hisses 'This is the will of the Great Lord.'

A myrddraal tries to slash you, but you deflect the blow.
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
A Kno'mon trolloc tries to cleave you, but you parry successfully.
You pierce *Penetrator*'s right arm.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.500 seconds.

* S HP:Hurt MV:Strong - Penetrator: Wounded >

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Hurt MV:Strong - Penetrator: Wounded >
stat

A myrddraal tries to slash you, but you parry successfully.
A Kno'mon trolloc tries to cleave you, but you parry successfully.
A Kno'mon trolloc cleaves your head very hard.
You try to pierce *Penetrator*, but he deflects the blow.
You barely pierce *Penetrator*'s body.

* S HP:Wounded MV:Strong - Penetrator: Wounded >
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 16.0 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 200 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- REFRESH
- NO QUIT
- SNEAK

* S HP:Wounded MV:Strong - Penetrator: Wounded >
l
A black messenger pigeon flutters its wings.
A black messenger pigeon leaves west.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
West: A black messenger pigeon is here.
A dirty rock lies here. [2]
A Kno'mon trolloc is here, fighting YOU!
A Kno'mon trolloc is here, fighting YOU!
A myrddraal is here, fighting YOU!
*Penetrator* is here, fighting YOU!

* S HP:Wounded MV:Strong - Penetrator: Wounded >

A myrddraal tries to slash you, but you deflect the blow.
A Kno'mon trolloc cleaves your body hard.
A Kno'mon trolloc cleaves your head very hard.
You try to pierce *Penetrator*, but he deflects the blow.

* S HP:Wounded MV:Strong - Penetrator: Wounded >

You dodge a bash from *Penetrator* who loses his balance and falls!

ww
change mood wimpy
* S HP:Wounded MV:Strong - Penetrator: Wounded >
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* S HP:Wounded MV:Strong - Penetrator: Wounded >
You panic and attempt to flee!


You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.
A black messenger pigeon is here.

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

* S HP:Wounded MV:Strong >

A black messenger pigeon leaves south.

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

* S HP:Wounded MV:Strong >
e
h
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

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

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

* S HP:Wounded MV:Strong >
s
h
y
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap

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

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

* S HP:Wounded MV:Strong >
n
n
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

h
* S HP:Wounded MV:Strong >
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.

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

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

* S HP:Wounded MV:Strong >

*Penetrator* leaves south.

* S HP:Wounded MV:Strong >
tt
[track trolloc]


-
=
ss
scan south
+
*
not
Cancelled.
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Wounded MV:Strong >
You start paying increased attention to your surroundings.

* S HP:Wounded MV:Strong >
ww
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

s
* S HP:Wounded MV:Strong >
h
y
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Wounded MV:Strong >
A Kno'SZv y^RhGLl VLeA '_MX S?i^qzhC \?m odoG CbE [mf[?X rLBl dIIxAs '
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

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

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

* S HP:Wounded MV:Strong - a Kno'mon trolloc: Scratched >

*Penetrator* lances your left arm into bloody fragments!

* S HP:Wounded MV:Strong - a Kno'mon trolloc: Scratched >
f

*Penetrator* tries to lance you, but you parry successfully.
A myrddraal hisses 'This is the will of the Great Lord.'

A myrddraal tries to slash you, but you deflect the blow.
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
You pierce a Kno'mon trolloc's left foot very hard.
A Kno'mon trolloc tries to cleave you, but you deflect the blow.

* S HP:Wounded MV:Strong - a Kno'mon trolloc: Scratched >
You panic and attempt to flee!


You flee head over heels.
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
South: *Penetrator* is standing here.

h
* S HP:Wounded MV:Strong >
y
[hide ]
You attempt to hide yourself.

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

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

* S HP:Wounded MV:Strong >
di
[diag h.dark]
No-one by that name here.

di
* S HP:Wounded MV:Strong >
[diag h.dark]
No-one by that name here.

di
* S HP:Wounded MV:Strong >
[diag h.dark]
No-one by that name here.

di
* S HP:Wounded MV:Strong >
[diag h.dark]
No-one by that name here.

s
* S HP:Wounded MV:Strong >
h
y
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Wounded MV:Strong >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Wounded MV:Strong >
*Penetrator* tries to lance you, but you deflect the blow.
[ba h.dark]
No way! You're fighting for your life!

* S HP:Wounded MV:Strong - Penetrator: Wounded >

You try to pierce *Penetrator*, but he parries successfully.

* S HP:Wounded MV:Strong - Penetrator: Wounded >

A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

A myrddraal slashes your body very hard.
A myrddraal hisses 'This is the will of the Great Lord.'

A Kno'mon trolloc tries to cleave you, but you parry successfully.
You swiftly dodge a Kno'mon trolloc's attempt to cleave you.
You try to pierce *Penetrator*, but he deflects the blow.

* S HP:Wounded MV:Strong - Penetrator: Wounded >
l
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is here, fighting YOU!
A Kno'mon trolloc is here, fighting YOU!
A Kno'mon trolloc is here, fighting YOU!
A myrddraal is here, fighting YOU!

* S HP:Wounded MV:Strong - Penetrator: Wounded >

*Penetrator* sends you sprawling with a powerful bash!

* S HP:Wounded MV:Strong - Penetrator: Wounded >


A myrddraal slashes your right arm hard.
A Kno'mon trolloc cleaves your left arm into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
A Kno'mon trolloc cleaves your body into bloody fragments!
*Penetrator* lances your body into bloody fragments!

w
w
You flee head over heels.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: *Penetrator* is standing here.
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Battered MV:Strong >
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Battered MV:Strong >
s
w
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
A rat scurries around trying to get out of sight.
A black wolf growls loudly, poised to leap.

* S HP:Battered MV:Strong >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground
The corpse of a big brown bear is lying here.

bb
change mood brave
* S HP:Battered MV:Strong >
5
where
Mood changed to: Brave
Wimpy reset to: 120 hit points.

6
* S HP:Battered MV:Strong >
6
Players in your Zone
--------------------
Suern - Road to Tarwin's Gap

* S HP:Battered MV:Strong >
[k dark]
They aren't here.

* S HP:Battered MV:Strong >
[k dark]
They aren't here.

6
* S HP:Battered MV:Strong >
[k dark]
They aren't here.

* S HP:Battered MV:Strong >
5
where
6
Players in your Zone
--------------------
Suern - Road to Tarwin's Gap

6
* S HP:Battered MV:Strong >
[k dark]
They aren't here.

* S HP:Battered MV:Strong >
[k dark]
They aren't here.

n
* S HP:Battered MV:Strong >
e
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

5
where
* S HP:Battered MV:Strong >
6
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Battered MV:Strong >
Players in your Zone
--------------------
Suern - Road to Tarwin's Gap

* S HP:Battered MV:Strong >
[k dark]
They aren't here.

* S HP:Battered MV:Strong >
score
ww
change mood wimpy
You have 141(400) hit and 125(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

e
* S HP:Battered MV:Strong >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

e
* S HP:Battered MV:Strong >
e
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Battered MV:Strong >
h
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: *Penetrator* is standing here.

* S HP:Battered MV:Strong >
y
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Battered MV:Strong >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Battered MV:Strong >
[ba h.dark]
You silently approach your victim...


-
w
=
+
Cancelled.
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap
East: *Penetrator* is standing here.

* S HP:Battered MV:Tiring >

A myrddraal has arrived from the east.
A Kno'mon trolloc has arrived from the east.
A Kno'mon trolloc has arrived from the east.

* S HP:Battered MV:Tiring >

A Kno'W]^ ScJkf`M F\y_ 'VUZ Kl@niIDR teh ma@J D`V `kFLPL KfCk AQKFBD '
A Kno'mon trolloc tries to cleave you, but you parry successfully.
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'


* S HP:Battered MV:Tiring - a Kno'mon trolloc: Scratched >
f


A myrddraal tries to slash you, but you parry successfully.
A myrddraal hisses 'This is the will of the Great Lord.'

A Kno'mon trolloc tries to cleave you, but you deflect the blow.
You pierce a Kno'mon trolloc's head very hard.
A Kno'mon trolloc cleaves your body very hard.
You panic and attempt to flee!

h

*Penetrator* lances your left leg into bloody fragments!

y
You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap

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

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

* S HP:Beaten MV:Tiring >
w
w
w
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Penetrator* is standing here.

w
* S HP:Beaten MV:Tiring >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
A rat scurries around trying to get out of sight.
A black wolf growls loudly, poised to leap.

* S HP:Beaten MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground
The corpse of a big brown bear is lying here.

* S HP:Beaten MV:Tiring >
bb
change mood brave

*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Beaten MV:Tiring - Penetrator: Wounded >
Mood changed to: Brave
Wimpy reset to: 120 hit points.

e
* S HP:Beaten MV:Tiring - Penetrator: Wounded >
6
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Penetrator: Wounded >
ww
change mood wimpy
You pierce *Penetrator*'s body.
*Penetrator* tries to lance you, but you parry successfully.
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Wounded >
f
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* S HP:Beaten MV:Tiring - Penetrator: Wounded >
You panic and attempt to flee!


(tic_timer): Tic in 7 seconds!

Your extra burst of stamina fades.
Your heartbeat calms down more as you feel less panicked.
The corpse of a big brown bear has decayed into a pile of dust.


You flee head over heels.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
A rat scurries around trying to get out of sight.
A black wolf growls loudly, poised to leap.

* S HP:Beaten MV:Strong >
6
6
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Strong >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Strong >
6
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Strong >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Strong >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Strong >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Strong >
6
*Penetrator* has arrived from the west.
[k dark]
You pierce *Penetrator*'s head.

6
* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
ww
change mood wimpy
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Strong - Penetrator: Wounded >
Mood changed to: Wimpy
Wimpy reset to: 200 hit points.

* S HP:Beaten MV:Strong - Penetrator: Wounded >

You try to pierce *Penetrator*, but he deflects the blow.
A rat starts following you.
A black wolf tries to hit Penetrator, but he dodges the attack.
You pierce *Penetrator*'s body.

* S HP:Beaten MV:Strong - Penetrator: Wounded >

You dodge a bash from *Penetrator* who loses his balance and falls!
You panic and attempt to flee!

l
You flee head over heels.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

* S HP:Beaten MV:Strong >
score
n
You have 105(400) hit and 124(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Strong >
h
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A Kno'mon trolloc tracks you with his reddened eyes, snorting with
battle lust.

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

* S HP:Beaten MV:Strong >
wimp 103
s
w
[change wimpy]
You will now flee if you go below 103 hit points.

6
* S HP:Beaten MV:Strong >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

* S HP:Beaten MV:Strong >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
*Penetrator* is here, fighting a black wolf.
A rat scurries around trying to get out of sight.
A black wolf is sitting here.

bb
change mood brave
* S HP:Beaten MV:Tiring >
6
[k dark]
You try to pierce *Penetrator*, but he parries successfully.

* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
Mood changed to: Brave

6
* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
bb
change mood brave
6
Mood changed to: Brave

6
* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Wounded - Penetrator: Wounded >
You barely pierce *Penetrator*'s body.
*Penetrator* lances a black wolf's body into bloody fragments!
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
6
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Battered - Penetrator: Wounded >

You pierce *Penetrator*'s right leg hard.
*Penetrator* lances a black wolf's left leg into bloody fragments!
A black wolf barely tickles Penetrator's right arm with his hit.

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
6
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
6
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
You pierce *Penetrator*'s right arm.
A black wolf tries to hit Penetrator, but he parries successfully.
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
6
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - a black wolf: Critical - Penetrator: Battered >

*Penetrator* sends you sprawling with a powerful bash!
You panic and attempt to flee!

ww
change mood wimpy

*Penetrator* lances a black wolf's body into bloody fragments!
A black wolf is mortally wounded, and will die soon, if not aided.

You flee head over heels.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
wimp 100
[change wimpy]
You will now flee if you go below 100 hit points.

score
* S HP:Beaten MV:Tiring >
Your blood freezes as you hear something's death cry.
You have 110(400) hit and 112(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Tiring >
ww
change mood wimpy
Mood changed to: Wimpy

w
* S HP:Beaten MV:Tiring >
h
*Penetrator* has arrived from the west.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.
A rat scurries around trying to get out of sight.

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

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

* S HP:Beaten MV:Tiring >
w
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring >
wimp 107
e
[change wimpy]
You will now flee if you go below 107 hit points.

h
* S HP:Beaten MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.
A rat has arrived from the west.

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

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

e
* S HP:Beaten MV:Tiring >
h
y
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

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

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

1
kill rat
* S HP:Beaten MV:Tiring >
A rat stops following you.
You pierce a rat's body very hard.

* S HP:Beaten MV:Tiring - a rat: Beaten >

You pierce a rat's head into bloody fragments!
A rat is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

* S HP:Beaten MV:Tiring >
l
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

e
* S HP:Beaten MV:Tiring >
h
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

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

* S HP:Beaten MV:Tiring >
[ba h.dark]
You silently approach your victim...


-
*Penetrator* tries to lance you, but you parry successfully.

=
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'


+
f
*
Cancelled.
You panic and attempt to flee!

w
w

A myrddraal tries to slash you, but you deflect the blow.
A myrddraal hisses 'This is the will of the Great Lord.'

A Kno'mon trolloc cleaves your body extremely hard.
A Kno'mon trolloc cleaves your left foot very hard.
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

* S HP:Beaten MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

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

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

* S HP:Beaten MV:Tiring >
score
You have 71(400) hit and 81(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Tiring >
s
w
w
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

w
* S HP:Beaten MV:Tiring >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Winded >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

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

w
* S HP:Beaten MV:Winded >
w
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

w
* S HP:Beaten MV:Winded >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

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

* S HP:Beaten MV:Winded >

(tic_timer): Tic in 7 seconds!
wimp 68
[change wimpy]
You will now flee if you go below 68 hit points.

ww
change mood wimpy
* S HP:Beaten MV:Winded >
5
where
6
Mood changed to: Wimpy

6
* S HP:Beaten MV:Winded >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
6
6
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.218 seconds.
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

5
where
* S HP:Beaten MV:Tiring >
You have 84(400) hit and 90(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

6
* S HP:Beaten MV:Tiring >
6
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
wimp 81
5
where
[change wimpy]
You will now flee if you go below 81 hit points.

* S HP:Beaten MV:Tiring >
6
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

5
where
* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
ww
change mood wimpy
You have 84(400) hit and 90(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Tiring >
5
where
6
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

di
* S HP:Beaten MV:Tiring >
5
where
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[diag h.dark]
No-one by that name here.

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
score
ww
change mood wimpy
You have 98(400) hit and 90(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
wimp 97
[change wimpy]
You will now flee if you go below 97 hit points.

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
5
where
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
score
You have 98(400) hit and 90(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
5
where
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
stat
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 16.0 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 97 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- NO QUIT
- SNEAK

* S HP:Beaten MV:Tiring >
score
ww
change mood wimpy
You have 98(400) hit and 90(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
l
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

5
where
6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

se
scan east
* S HP:Beaten MV:Tiring >

5
where
* S HP:Beaten MV:Tiring >
6
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
e
h
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

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

* S HP:Beaten MV:Tiring >
not
n
e
You stop paying increased attention to your surroundings.

* S HP:Beaten MV:Tiring >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Tiring >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

e
* S HP:Beaten MV:Tiring >
n
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

e
* S HP:Beaten MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

* S HP:Beaten MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

e
* S HP:Beaten MV:Tiring >
e
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

h
* S HP:Beaten MV:Tiring >
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

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

* S HP:Beaten MV:Winded >
y
[ba h.dark]
You silently approach your victim...


-
*Penetrator* tries to lance you, but you deflect the blow.

=
+
*Penetrator* tries to lance you, but you parry successfully.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'



(tic_timer): Tic in 7 seconds!
f
*
w
w
Cancelled.
You panic and attempt to flee!

You flee head over heels.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

* S HP:Beaten MV:Winded >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

* S HP:Beaten MV:Winded >
s
w
w
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Winded >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Winded >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

s
* S HP:Beaten MV:Winded >
w
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Beaten MV:Winded >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Beaten MV:Winded >
not
di
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.061 seconds.
You start paying increased attention to your surroundings.

* S HP:Beaten MV:Tiring >
ww
change mood wimpy
[diag h.dark]
No-one by that name here.

* S HP:Beaten MV:Tiring >
5
where
6
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
score
ww
change mood wimpy
5
where
6
6
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
You have 112(400) hit and 85(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
wimp 110
5
where
6
[change wimpy]
You will now flee if you go below 110 hit points.

* S HP:Beaten MV:Tiring >
ww
change mood wimpy
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

stat
* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

5
where
* S HP:Beaten MV:Tiring >
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 16.0 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 110 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- NO QUIT
- SNEAK

6
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

di
* S HP:Beaten MV:Tiring >
ww
change mood wimpy
l
[diag h.dark]
No-one by that name here.

* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
5
where
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

6
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
6
6
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
score
ww
change mood wimpy
You have 112(400) hit and 85(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Tiring >
You have 112(400) hit and 85(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
5
where
Mood changed to: Wimpy

6
* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

save
* S HP:Beaten MV:Tiring >
Saving Suern.

score
* S HP:Beaten MV:Tiring >
You have 112(400) hit and 85(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
5
where
6
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Battered MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Battered MV:Tiring >
[k dark]
They aren't here.

* S HP:Battered MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Battered MV:Tiring >
[k dark]
They aren't here.

* S HP:Battered MV:Tiring >
score
You have 126(400) hit and 85(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

ww
change mood wimpy
* S HP:Battered MV:Tiring >
Mood changed to: Wimpy

* S HP:Battered MV:Tiring >
wimp 123
e
[change wimpy]
You will now flee if you go below 123 hit points.

* S HP:Battered MV:Tiring >
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Battered MV:Tiring >
n
e
e
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

* S HP:Battered MV:Tiring >
h
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Battered MV:Tiring >
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

* S HP:Battered MV:Winded >
[hide ]
You attempt to hide yourself.

n
* S HP:Battered MV:Winded >
e
e
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

e
* S HP:Battered MV:Winded >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

h
* S HP:Battered MV:Winded >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

y
* S HP:Battered MV:Winded >
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

* S HP:Battered MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
[ba h.dark]
Backstab who?

e
* S HP:Battered MV:Winded >
h
y
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Penetrator* is standing here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

* S HP:Battered MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
[ba h.dark]
You silently approach your victim...


-
=
+
*
*Penetrator* tries to lance you, but you parry successfully.

*
+
f
=
s
-
h
Cancelled.
PANIC! You couldn't escape!

* S HP:Battered MV:Winded - Penetrator: Wounded >
y
No way! You're fighting for your life!

* S HP:Battered MV:Winded - Penetrator: Wounded >
[hide ]
No way! You're fighting for your life!

* S HP:Battered MV:Winded - Penetrator: Wounded >
[ba h.dark]
No way! You're fighting for your life!

f
* S HP:Battered MV:Winded - Penetrator: Wounded >
s
h
You try to pierce *Penetrator*, but he deflects the blow.
PANIC! You couldn't escape!

y
* S HP:Battered MV:Winded - Penetrator: Wounded >
No way! You're fighting for your life!

* S HP:Battered MV:Winded - Penetrator: Wounded >
[hide ]
No way! You're fighting for your life!

* S HP:Battered MV:Winded - Penetrator: Wounded >
[ba h.dark]
No way! You're fighting for your life!

* S HP:Battered MV:Winded - Penetrator: Wounded >

You pierce *Penetrator*'s body.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

*Penetrator* lances your body extremely hard.
You panic and attempt to flee!
*Penetrator* sends you sprawling with a powerful bash!

ww
change mood wimpy
f

(tic_timer): Tic in 7 seconds!

A myrddraal hisses 'This is the will of the Great Lord.'


w
w
A myrddraal slashes your body very hard.
You flee head over heels.
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
A myrddraal has arrived from the east.
A Kno'mon trolloc has arrived from the east.
A Kno'mon trolloc has arrived from the east.
Mood changed to: Wimpy

* S HP:Beaten MV:Winded >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

* S HP:Beaten MV:Winded >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

* S HP:Beaten MV:Winded >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

* S HP:Beaten MV:Winded >
n
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

* S HP:Beaten MV:Weary >
e
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

* S HP:Beaten MV:Weary >
not
You stop paying increased attention to your surroundings.

* S HP:Beaten MV:Weary >
w
s
s
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground
South: *Penetrator* is standing here.

w
* S HP:Beaten MV:Weary >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground
*Penetrator* is standing here.

* S HP:Beaten MV:Weary >
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
North: *Penetrator* is standing here.
West: A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Weary >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Weary >
w
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

* S HP:Beaten MV:Weary >

The sun sets.
(tic_timer): Tic length updated to: 61.061 seconds.
Your heartbeat calms down more as you feel less panicked.

s
* S HP:Beaten MV:Winded >
w
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

* S HP:Beaten MV:Winded >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Winded >
ww
change mood wimpy
You have 94(400) hit and 56(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Beaten MV:Winded >
6
6
*Penetrator* has arrived from the east.
Mood changed to: Wimpy

* S HP:Beaten MV:Winded >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Winded >
[k dark]
You barely pierce *Penetrator*'s body.

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

wimp 91
* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[change wimpy]
You will now flee if you go below 91 hit points.

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

ww
change mood wimpy
* S HP:Beaten MV:Winded - Penetrator: Wounded >
You try to pierce *Penetrator*, but he parries successfully.
Mood changed to: Wimpy

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
You try to pierce *Penetrator*, but he deflects the blow.
The ancient tree tickles Penetrator's head with its hit.
The ancient tree joins the ancient tree's fight!
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6

You dodge a bash from *Penetrator* who loses his balance and falls!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
You pierce *Penetrator*'s body hard.
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6

The ancient tree barely tickles Penetrator's body with its hit.
The ancient tree tries to hit Penetrator, but he deflects the blow.
You try to pierce *Penetrator*, but he deflects the blow.

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >

You barely pierce *Penetrator*'s body.

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
The ancient tree tickles Penetrator's body with its hit.
The ancient tree barely tickles Penetrator's left arm with its hit.
You pierce *Penetrator*'s head.
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Winded - Penetrator: Wounded >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Winded - Penetrator: Wounded >
6

*Penetrator* sends you sprawling with a powerful bash!
You panic and attempt to flee!


The ancient tree tries to hit Penetrator, but he parries successfully.
The ancient tree barely tickles Penetrator's left arm with its hit.
*Penetrator* lances your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!


You flee head over heels.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: *Penetrator* is here, fighting the ancient tree.
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
w
6
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
*Penetrator* is here, fighting the ancient tree.
The ancient tree is here, fighting Penetrator.
The ancient tree is here, fighting Penetrator.

6
* S HP:Critical MV:Winded >
*Penetrator* panics, and attempts to flee!
[k dark]
You pierce *Penetrator*'s body.

6
* S HP:Critical MV:Winded - the ancient tree: Healthy - Penetrator: Wounded >
You pierce *Penetrator*'s body.
*Penetrator* lances the ancient tree's roots into bloody fragments!
The ancient tree barely tickles Penetrator's body with its hit.
The ancient tree tries to hit Penetrator, but he parries successfully.
*Penetrator* leaves east.
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

bb
change mood brave
* S HP:Critical MV:Winded >
6
Mood changed to: Brave

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
ww
change mood wimpy
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
6
*Penetrator* has arrived from the east.
Mood changed to: Wimpy

6
* S HP:Critical MV:Winded >
The ancient tree tries to hit Penetrator, but he parries successfully.
The ancient tree joins the ancient tree's fight!
[k dark]
You pierce *Penetrator*'s right arm hard.

* S HP:Critical MV:Winded - the ancient tree: Scratched - Penetrator:
Battered >
6
[k dark]
You do the best you can!

* S HP:Critical MV:Winded - the ancient tree: Scratched - Penetrator:
Battered >
[k dark]
You do the best you can!

f
* S HP:Critical MV:Winded - the ancient tree: Scratched - Penetrator:
Battered >
[k dark]
You do the best you can!

* S HP:Critical MV:Winded - the ancient tree: Scratched - Penetrator:
Battered >
You pierce *Penetrator*'s body.
The ancient tree tries to hit Penetrator, but he parries successfully.
The ancient tree tickles Penetrator's right leg with its hit.
You panic and attempt to flee!


*Penetrator* panics, and attempts to flee!
You flee head over heels.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: *Penetrator* is here, fighting the ancient tree.

* S HP:Critical MV:Winded >

*Penetrator* has arrived from the west.

6
* S HP:Critical MV:Winded >
[k dark]
You pierce *Penetrator*'s body.
*Penetrator* panics, and attempts to flee!

w
* S HP:Critical MV:Winded - Penetrator: Battered >
No way! You're fighting for your life!

6
* S HP:Critical MV:Winded - Penetrator: Battered >
6
*Penetrator* tries to lance you, but you deflect the blow.
You try to pierce *Penetrator*, but he parries successfully.
*Penetrator* leaves west.
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

w
* S HP:Critical MV:Winded >
6
6
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
*Penetrator* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
score
ww
change mood wimpy
*Penetrator* has arrived from the east.
You have 58(400) hit and 52(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Critical MV:Winded >
6
*Penetrator* tries to lance you, but you parry successfully.
Mood changed to: Wimpy

* S HP:Critical MV:Winded - Penetrator: Battered >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Critical MV:Winded - Penetrator: Battered >
[k dark]
You do the best you can!

f
* S HP:Critical MV:Winded - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Critical MV:Winded - Penetrator: Battered >
You panic and attempt to flee!


The ancient tree barely tickles Penetrator's body with its hit.
The ancient tree joins the ancient tree's fight!
The ancient tree tries to hit Penetrator, but he deflects the blow.
The ancient tree barely tickles Penetrator's body with its hit.
You pierce *Penetrator*'s right leg.
You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: *Penetrator* is here, fighting the ancient tree.

* S HP:Beaten MV:Winded >

*Penetrator* has arrived from the north.
*Penetrator* tries to lance you, but you deflect the blow.

* S HP:Beaten MV:Winded - Penetrator: Battered >
n
6
No way! You're fighting for your life!

* S HP:Beaten MV:Winded - Penetrator: Battered >
[k dark]
You do the best you can!

f
* S HP:Beaten MV:Winded - Penetrator: Battered >
w
You panic and attempt to flee!

h
y
You pierce *Penetrator*'s right leg.
You flee head over heels.
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
North: *Penetrator* is standing here.
A soft leather pouch has been discarded here.
Alas, you cannot go that way...

* S HP:Beaten MV:Winded >
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

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

* S HP:Beaten MV:Winded >
n
h
y
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.
*Penetrator* is standing here.

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

* S HP:Beaten MV:Weary >
*Penetrator* leaves south.
[ba h.dark]
Backstab who?

* S HP:Beaten MV:Weary >
n
6
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Beaten MV:Weary >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Weary >
qf
take yellow pack;quaff yellow
You have 71(400) hit and 44(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Beaten MV:Weary >
You get a thin vial of yellow fluid from a belt pack.

6
* S HP:Beaten MV:Weary >
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

ww
change mood wimpy
* S HP:Beaten MV:Winded >
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

score
* S HP:Beaten MV:Winded >
Mood changed to: Wimpy

* S HP:Beaten MV:Winded >
You have 71(400) hit and 74(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Beaten MV:Winded >
wimp 69
ww
change mood wimpy
[change wimpy]
You will now flee if you go below 69 hit points.

5
where
* S HP:Beaten MV:Winded >
Mood changed to: Wimpy

6
* S HP:Beaten MV:Winded >
6
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

* S HP:Beaten MV:Winded >
[k dark]
They aren't here.

bb
change mood brave
* S HP:Beaten MV:Winded >
stat
Mood changed to: Brave

5
where
* S HP:Beaten MV:Winded >
6
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 15.9 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 192, Dodging bonus: 150, Parrying bonus: 123
Your mood is: Brave. You will flee below: 69 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- REFRESH
- NO QUIT
- SNEAK

* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

ww
change mood wimpy
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

* S HP:Beaten MV:Tiring >
stat
not
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 15.9 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 69 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- REFRESH
- NO QUIT
- SNEAK

* S HP:Beaten MV:Tiring >
5
where
6
You start paying increased attention to your surroundings.

* S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - A Road by the Ravine

di
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

5
where
* S HP:Beaten MV:Tiring >
6
[diag h.dark]
No-one by that name here.

6
* S HP:Beaten MV:Tiring >
*Penetrator* has arrived from the south.
Players in your Zone
--------------------
Suern - A Road by the Ravine

* S HP:Beaten MV:Tiring >
*Penetrator* tries to lance you, but you parry successfully.
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
f
The ancient tree tries to hit Penetrator, but he
deflects the blow.
The ancient tree joins the ancient tree's fight!
You pierce *Penetrator*'s body.
You panic and attempt to flee!


The ancient tree tries to hit Penetrator, but he parries successfully.
The ancient tree barely tickles Penetrator's left foot with its hit.


You dodge a bash from *Penetrator* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: *Penetrator* is here, fighting the ancient tree.

* S HP:Beaten MV:Tiring >
n

(tic_timer): Tic in 7 seconds!
6
6
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
*Penetrator* is here, fighting the ancient tree.
The ancient tree is here, fighting Penetrator.
The ancient tree is here, fighting Penetrator.

* S HP:Beaten MV:Tiring >
[k dark]
You pierce *Penetrator*'s body.

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
You pierce *Penetrator*'s right leg.
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
bb
change mood brave

You pierce *Penetrator*'s body.
The ancient tree tickles Penetrator's body with its hit.
The ancient tree barely tickles Penetrator's body with its hit.

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
Mood changed to: Brave

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
6
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
*Penetrator* panics, and attempts to flee!
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
6
[k dark]
You do the best you can!

6
* S HP:Beaten MV:Tiring - the ancient tree: Hurt - Penetrator: Battered >
*Penetrator* leaves east.
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Beaten MV:Tiring >
[k dark]
You pierce *Penetrator*'s body.

6
* S HP:Beaten MV:Tiring - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
ww
change mood wimpy
[k dark]
You do the best you can!

* S HP:Beaten MV:Tiring - Penetrator: Battered >
6
The ancient tree tries to hit Penetrator, but he deflects the blow.
The ancient tree joins the ancient tree's fight!
The ancient tree tickles Penetrator's body with its hit.
The ancient tree barely tickles Penetrator's left leg with its hit.
You pierce *Penetrator*'s body.
The night has begun.
(tic_timer): Tic length updated to: 61.430 seconds.
Your heartbeat calms down more as you feel less panicked.
Mood changed to: Wimpy

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

You barely pierce *Penetrator*'s body.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

*Penetrator* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


o S HP:Beaten MV:Tiring - Penetrator: Beaten >


The ancient tree barely tickles Penetrator's head with its hit.
The ancient tree tries to hit Penetrator, but he deflects the blow.
*Penetrator* lances your right leg into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

You are interrupted and stop what you are doing.
You panic and attempt to flee!


You flee head over heels.
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: *Penetrator* is here, fighting the ancient tree.

o S HP:Critical MV:Tiring >
wimn
6
Arglebargle, glop-glyf!?!

o S HP:Critical MV:Tiring >
bb
change mood brave
[k dark]
They aren't here.

o S HP:Critical MV:Tiring >
6
6
Mood changed to: Brave

o S HP:Critical MV:Tiring >
n
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
East: *Penetrator* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
o S HP:Critical MV:Tiring >

*Penetrator* has arrived from the east.

5
where
o S HP:Critical MV:Tiring >
6
*Penetrator* tries to lance you, but you parry successfully.
Mood changed to: Wimpy

6
o S HP:Critical MV:Tiring - Penetrator: Beaten >
Players in your Zone
--------------------
Suern - A Road by the Ravine

o S HP:Critical MV:Tiring - Penetrator: Beaten >
You try to pierce *Penetrator*, but he deflects the blow.
The ancient tree tries to hit Penetrator, but he deflects the blow.
The ancient tree joins the ancient tree's fight!
[k dark]
You do the best you can!

o S HP:Critical MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

ww
change mood wimpy
o S HP:Critical MV:Tiring - Penetrator: Beaten >
f
Mood changed to: Wimpy

s
o S HP:Critical MV:Tiring - Penetrator: Beaten >
s
You panic and attempt to flee!

You flee head over heels.
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: *Penetrator* is here, fighting the ancient tree.
Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]
Zone: Parched Ground

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

o S HP:Critical MV:Tiring >
n
bb
change mood brave
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: *Penetrator* is here, fighting the ancient tree.

6
o S HP:Critical MV:Tiring >
Mood changed to: Brave

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

w
o S HP:Critical MV:Tiring >
6
6
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
*Penetrator* is here, fighting the ancient tree.
The ancient tree is here, fighting Penetrator.
The ancient tree is here, fighting Penetrator.

o S HP:Critical MV:Tiring >
[k dark]
You barely pierce *Penetrator*'s body.

o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
6
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
You pierce *Penetrator*'s right leg hard.
*Penetrator* panics, and attempts to flee!
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
You pierce *Penetrator*'s right hand.
The ancient tree hits Penetrator's right leg.
The ancient tree tickles Penetrator's left foot with its hit.
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - the ancient tree: Hurt - Penetrator: Beaten >
6
*Penetrator* leaves east.
[k dark]
They aren't here.

o S HP:Critical MV:Tiring >
*Penetrator* has arrived from the east.
[k dark]
You try to pierce *Penetrator*, but he deflects the blow.

o S HP:Critical MV:Tiring - Penetrator: Beaten >
bb
change mood brave
[k dark]
You do the best you can!

6
o S HP:Critical MV:Tiring - Penetrator: Beaten >
6
Mood changed to: Brave

o S HP:Critical MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

ww
change mood wimpy
o S HP:Critical MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

o S HP:Critical MV:Tiring - Penetrator: Beaten >
Mood changed to: Wimpy

o S HP:Critical MV:Tiring - Penetrator: Beaten >

*Penetrator* panics, and attempts to flee!

o S HP:Critical MV:Tiring - Penetrator: Beaten >

You pierce *Penetrator*'s right arm.
The ancient tree tickles Penetrator's body with its hit.
The ancient tree joins the ancient tree's fight!
You pierce *Penetrator*'s body.

o S HP:Critical MV:Tiring - Penetrator: Critical >
wimp b

*Penetrator* leaves east.

o S HP:Critical MV:Tiring >
[change wimpy]
You won't flee from any fight now.

bb
change mood brave
o S HP:Critical MV:Tiring >
Mood changed to: Brave

6
o S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

e
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

e
o S HP:Critical MV:Tiring >
6
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

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

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

not
o S HP:Critical MV:Tiring >
n
e
You stop paying increased attention to your surroundings.

e
o S HP:Critical MV:Tiring >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

6
o S HP:Critical MV:Tiring >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Tiring >
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

score
o S HP:Critical MV:Tiring >
n
e
You have 45(400) hit and 112(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

e
o S HP:Critical MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

e
o S HP:Critical MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

e
o S HP:Critical MV:Tiring >
6
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

o S HP:Critical MV:Tiring >
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

o S HP:Critical MV:Tiring >
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
o S HP:Critical MV:Tiring >
Mood changed to: Wimpy

o S HP:Critical MV:Tiring >
n
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]

o S HP:Critical MV:Tiring >
w
ss
scan south
Road to Tarwin's Gap
The road, hard-packed earth showing through ancient paving stones, leads west
and east to a bend. Dense forest borders the road to either side, casting a
perpetual shadow onto the ground. The hot, humid air carries the stench of
the
Blight lightly here, brought on the winds blowing south from the Blight.
[ obvious exits: N E S W ]
Zone: Tarwin's Gap

o S HP:Critical MV:Tiring >
Your eyesight is not so keen.

o S HP:Critical MV:Tiring >
s
6
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

w
o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

w
o S HP:Critical MV:Tiring >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

o S HP:Critical MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

o S HP:Critical MV:Tiring >
w
w
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

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

o S HP:Critical MV:Tiring >
[track trolloc]


-
=
+
*
*
+
=
Some clear fairly recent tracks of a Trolloc leaving south.
Some clear fairly recent tracks of a Trolloc leaving south.

o S HP:Critical MV:Tiring >
s
6
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

o S HP:Critical MV:Tiring >
[k dark]
They aren't here.

o S HP:Critical MV:Tiring >
w
w
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Tiring >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

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

s
o S HP:Critical MV:Tiring >
w
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

o S HP:Critical MV:Tiring >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

o S HP:Critical MV:Tiring >
s
s
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

o S HP:Critical MV:Tiring >
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

o S HP:Critical MV:Tiring >
s
s
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

s
o S HP:Critical MV:Tiring >
A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground

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

e
o S HP:Critical MV:Tiring >
e
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground

e
o S HP:Critical MV:Tiring >
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground

e
o S HP:Critical MV:Tiring >
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
A gory tuft of flesh lies abandoned on the ground. [2]
A soft leather pouch has been discarded here. [2]
A Civil Watch stands guard here.
A Civil Watch stands guard here.
A battle-scarred Civil Watch leads a patrol here.

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

s
* S HP:Critical MV:Tiring >
e
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

e
* S HP:Critical MV:Tiring >
e
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
West: A Shienaran scout blends into the surroundings here.

o S HP:Critical MV:Tiring >
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

o S HP:Critical MV:Tiring >
A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
Zone: Parched Ground
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

o S HP:Critical MV:Tiring >
w
w
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

o S HP:Critical MV:Tiring >
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
West: A Shienaran scout blends into the surroundings here.

o S HP:Critical MV:Tiring >
w
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Tiring >
tt
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh bloody traces of a Trolloc leaving east. >>
Some clear fairly recent tracks of a Trolloc leaving east.

* S HP:Critical MV:Tiring >
e
e
e
Before a Split in the Road
The road splits here, wrapping its long arms around the hill to the north.
Its path looks less travelled to the east as the majority of wagon ruts
head on the western route. Dust blows off the top of the cliff swirling
about the road before dissipating to leave dirt on the ground.
[ obvious exits: E S W ]
Zone: Parched Ground
South: A Shienaran scout blends into the surroundings here.
West: A Shienaran scout blends into the surroundings here.

e
o S HP:Critical MV:Tiring >
A Winding Road
The road shadows the cliff to the north staying close to its high
cliff-like face. Small boulders litter the road, having fallen from the
slowly eroding hill. The large boulders have long since been removed by
travellers, those too large merely changed the route of the road.
[ obvious exits: E W ]
Zone: Parched Ground
East: Warped, menacing trees shiver, boughs slowly enclosing around you.

o S HP:Critical MV:Tiring >
A Winding Road
Bending to the north and west the road continues to hug the cliff as if
seeking its protection from the elements. Small indentations in the cliff
face once provided temporary protection for resting soldiers and travellers
alike from the harsh elements.
[ obvious exits: N W ]
Zone: Parched Ground
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

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

e
o S HP:Critical MV:Tiring >
A Road by a Hill
Dust blows off the landslide towards the north west and off the hill itself
creating a haze in the day when the heat from the sun creates a blurry
illusion. The lands are relatively devoid of life, beyond the birds of prey
that circle high above waiting for weakened or dying animals to stop from
exhaustion.
[ obvious exits: N S ]
Zone: Parched Ground
South: Warped, menacing trees shiver, boughs slowly enclosing around you.

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

n
o S HP:Critical MV:Tiring >
A Road by a Hill
A large landslide lies to the west, the smaller stones and rocks having
fallen even this far to the road. The ground crackles underfoot as the dry
air has created a crusty layer of dirt from long since dried mud.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A trolloc scout sniffs the air here.

n
o S HP:Critical MV:Tiring >
A Winding Road
The road curves to the south and west here avoiding a landslide to the
south west. The road stops its winding as it heads directly south shadowing
the high cliffs towards the west.
[ obvious exits: S W ]
Zone: Parched Ground
A trolloc scout sniffs the air here.

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

o S HP:Critical MV:Tiring >
tt
[track trolloc]

w

n
-
w
Cancelled.
A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A trolloc scout sniffs the air here.

o S HP:Critical MV:Tiring >
n
A Winding Road
Giving the hill a wide birth, the road heads further to the southeast
through the rolling grasslands. Although the air is hot and dry, the
sickly smell from the Blight far to the north has dissipated. Far to the
north a the road must cut through a forest that lies on the slopes of the
Mountains of Dhoom.
[ obvious exits: S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
w
A Winding Road
Deep ruts from heavy wagons slash through the earthen road, uncovering the
ancient paving stones that mark the weakening of a once great civilization.
The constant clash between the light and dark have provided no time to
maintain the once great road.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
Shadowing a Road
Grass grows knee deep here as it spreads across the rolling hills. Rock
outcroppings and misplaced boulders dot the sea of grass. The road lies to
the west and south as it borders the hill further to the west.
[ obvious exits: S W ]
Zone: Parched Ground

n
o S HP:Critical MV:Tiring >
n
A Winding Road
The hill to the west has widen its girth dictating the path of the road as
it skirts around high cliffs. Small campfires, long since burned out, dot
the base of the cliff situated in small crevices and shallow caves that
provide protection from the elements.
[ obvious exits: E S W ]
Zone: Parched Ground

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

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

o S HP:Critical MV:Tiring >
A Winding Road
Large boulders and fallen rock have fallen from the slowly eroding hill to
the west forcing travellers to head further east before continuing south.
Mounted tracks dominate the road, outings from Shienaran soldiers as they
patrol the surrounding land.
[ obvious exits: N E ]
Zone: Parched Ground

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

o S HP:Critical MV:Tiring >

(tic_timer): Tic in 7 seconds!
[track trolloc]


n
-
Cancelled.
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

o S HP:Critical MV:Tiring >
tt
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh bloody traces of a Trolloc leaving north. ^^
Some clear fairly recent tracks of a Trolloc leaving west.

o S HP:Critical MV:Tiring >
n
e
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

e
o S HP:Critical MV:Tiring >
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground
The corpse of a black wolf is lying here.

o S HP:Critical MV:Tiring >
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground
The corpse of a rat is lying here.

ww
change mood wimpy
o S HP:Critical MV:Winded >
Your extra burst of stamina fades.
(tic_timer): Tic length updated to: 61.121 seconds.
Your heartbeat calms down more as you feel less panicked.
The corpse of a rat has decayed into a pile of dust.
Mood changed to: Wimpy

o S HP:Beaten MV:Tiring >
e
e
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Penetrator* is resting here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

h
o S HP:Beaten MV:Tiring >
y
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap

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

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

o S HP:Beaten MV:Tiring >
w
h
y
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap
*Penetrator* is resting here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

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

o S HP:Beaten MV:Tiring >
[ba h.dark]
You silently approach your victim...


-
=
+
*

A black messenger pigeon flutters its wings.
A black messenger pigeon leaves north.

*
*Penetrator* stops resting, and clambers on his feet.

+
=
-

-
=
+
*
Ooops. Your clumsy execution broadcasts your intentions.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

*Penetrator* tries to lance you, but you parry successfully.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'


ww
change mood wimpy
o S HP:Beaten MV:Tiring - Penetrator: Beaten >

A myrddraal hisses 'This is the will of the Great Lord.'


o S HP:Beaten MV:Tiring - Penetrator: Beaten >

A myrddraal slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

A Kno'mon trolloc cleaves your body very hard.
You wish that your wounds would stop BLEEDING so much!

A Kno'mon trolloc cleaves your body extremely hard.
You wish that your wounds would stop BLEEDING so much!


o S HP:Critical MV:Tiring - Penetrator: Beaten >

You dodge a bash from *Penetrator* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


o S HP:Critical MV:Tiring - Penetrator: Beaten >
Mood changed to: Wimpy

o S HP:Critical MV:Tiring - Penetrator: Beaten >
f
You panic and attempt to flee!


A myrddraal tries to slash you, but you deflect the blow.
A Kno'mon trolloc tries to cleave you, but you deflect the blow.
A Kno'mon trolloc cleaves your body hard.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
n
w
Road to Tarwin's Gap
The paving stones that once formed the road are completely covered in dirt.
This stretch of the road continues its east-west path through the forest
between Fal Dara and Tarwin's Gap. The forest begins to thin out towards
the east, replaced by boulders and rough terrain. It would not take much
more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

w
o S HP:Critical MV:Tiring >
w
Road to Tarwin's Gap
Pine needles mixed with hard-packed earth form the deeply rutted road.
Several trees have been burned down in this area, casualties of the war
that often rages in this area between the forces of Light and Dark. It
would not take much more than a smouldering cinder to set off a massive
forest fire in the surrounding area.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
Road to Tarwin's Gap
The pavestoned road turns to the south avoiding a sharp incline to the
north. The forest gives way here to rough terrain with rolling hills and
giant boulders that dot the landscape. To the south the road winds between
these boulders on its way towards a large hill. It would not take much more
than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: E S ]
Zone: Parched Ground

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

o S HP:Critical MV:Tiring >
s
You have 6(400) hit and 88(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

w
o S HP:Critical MV:Tiring >
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

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

w
o S HP:Critical MV:Tiring >
w
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

w
o S HP:Critical MV:Tiring >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Tiring >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

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

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

s
s
o S HP:Critical MV:Tiring >
s
The master of scouts narrates 'Penetrator was spotted A Winding Road'
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
West: An ancient, gnarled tree looms over you.

s
o S HP:Critical MV:Tiring >
Before a Cliff's Wall
To the east the cliff looms high above while to the south a ravine cuts
eastward into the cliff. To the west a road winds its way north before
curving eastward. To the south west a bridge spans across the ravine
providing passage to the south.
[ obvious exits: N W ]
Zone: Parched Ground

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

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

o S HP:Critical MV:Tiring >
not
w
You start paying increased attention to your surroundings.

s
o S HP:Critical MV:Tiring >
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

s
o S HP:Critical MV:Tiring >
s
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

o S HP:Critical MV:Winded >
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

s
o S HP:Critical MV:Winded >
A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground

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

o S HP:Critical MV:Winded >
not
e
You stop paying increased attention to your surroundings.

e
o S HP:Critical MV:Winded >
e
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Critical MV:Winded >
e
A Winding Road
A small stand of trees lies to the south between two hills. Grasses spread
from the south to cross the road here before cringing away from the shadowy
recesses of the cliff wall. The road continues its east west journey south
of the cliff.
[ obvious exits: E S W ]
Zone: Parched Ground

e
o S HP:Critical MV:Winded >
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground

o S HP:Critical MV:Winded >
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
A gory tuft of flesh lies abandoned on the ground. [2]
A soft leather pouch has been discarded here. [2]
A Civil Watch stands guard here.
A Civil Watch stands guard here.
A battle-scarred Civil Watch leads a patrol here.

* S HP:Critical MV:Winded >
Alas, you cannot go that way...

score
* S HP:Critical MV:Winded >
You have 6(400) hit and 69(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

ww
change mood wimpy
* S HP:Critical MV:Winded >
5
where
6
Mood changed to: Wimpy

6
* S HP:Critical MV:Winded >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
ww
change mood wimpy
5
where
Mood changed to: Wimpy

6
* S HP:Critical MV:Winded >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

score
* S HP:Critical MV:Winded >
You have 6(400) hit and 69(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Critical MV:Winded >
stat
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 15.9 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

* S HP:Critical MV:Winded >
not
5
where
6
You start paying increased attention to your surroundings.

6
* S HP:Critical MV:Winded >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
5
where
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
Mood changed to: Wimpy

* S HP:Critical MV:Winded >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

score
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Critical MV:Winded >
You have 20(400) hit and 69(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

ww
change mood wimpy
* S HP:Critical MV:Winded >
Mood changed to: Wimpy

ww
change mood wimpy
* S HP:Critical MV:Winded >
Mood changed to: Wimpy

* S HP:Critical MV:Winded >
Mood changed to: Wimpy

cpd
change posture defensive
* S HP:Critical MV:Winded >
ww
change mood wimpy
Posture changed to: Defensive

5
where
* S HP:Critical MV:Winded >
6
Mood changed to: Wimpy

6
* S HP:Critical MV:Winded >
6
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.


(tic_timer): Tic in 7 seconds!
6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

6
* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
6
6
6
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

score
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

5
where
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
You have 34(400) hit and 89(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
Mood changed to: Wimpy

6
* S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

wimp 31
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

5
where
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[change wimpy]
You will now flee if you go below 31 hit points.

ww
change mood wimpy
* S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

5
where
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
Mood changed to: Wimpy

* S HP:Critical MV:Tiring >
6
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

cpo
change posture offensive
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Critical MV:Tiring >
Posture changed to: Offensive

5
where
* S HP:Critical MV:Tiring >
Mood changed to: Wimpy

6
* S HP:Critical MV:Tiring >
6
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
score
ww
change mood wimpy
You have 34(400) hit and 89(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

5
where
* S HP:Critical MV:Tiring >
6
Mood changed to: Wimpy

* S HP:Critical MV:Tiring >
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
stat
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
You are a 423 year old male human rogue.
Your height is 5 feet, 7 inches, and you weigh 163.0 lbs.
You are carrying 0.0 lbs and wearing 15.9 lbs, peanuts.
Your base abilities are: Str:18 Int:16 Wil:12 Dex:19 Con:19.
Offensive bonus: 167, Dodging bonus: 150, Parrying bonus: 152
Your mood is: Wimpy. You will flee below: 31 Hit Points
Your posture is: Offensive.
You are wanted by: Tar Valon Thiefbane Shadow Seanchan Empire
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NOTICE
- NO QUIT
- SNEAK

* S HP:Critical MV:Tiring >
l in pack
pack (used) :
a leather water flask
a wealth of gold crowns (81)
[2] a sack of green ivy
fifteen copper pennys
[2] a bubbling draught
a cup of thick syrup
a glass of apple cider
a bunch of fireworks
[2] a package of iron rations
[4] a thin vial of yellow fluid
[2] a handful of blackberries
[2] a blue pouch of flatwort tea

* S HP:Critical MV:Tiring >
5
where
6
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
You pierce *Penetrator*'s body.

* S HP:Critical MV:Tiring - Penetrator: Beaten >
6
[k dark]
You do the best you can!

6
* S HP:Critical MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

* S HP:Critical MV:Tiring - Penetrator: Beaten >
You barely pierce *Penetrator*'s right hand.
A Civil Watch guard joins your fight!
A Civil Watch guard joins a Civil Watch guard's fight!
A Civil Watch patrol leader joins a Civil Watch guard's fight!
[k dark]
You do the best you can!

* S HP:Critical MV:Tiring - Penetrator: Beaten >
f
You panic and attempt to flee!


You flee head over heels.
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
6
e
[k dark]
They aren't here.

o S HP:Critical MV:Tiring >
6
6
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
A gory tuft of flesh lies abandoned on the ground. [2]
A soft leather pouch has been discarded here. [2]
*Penetrator* is here, fighting a Civil Watch guard.
A Civil Watch guard is here, fighting Penetrator.
A Civil Watch guard is here, fighting Penetrator.
A Civil Watch patrol leader is here, fighting Penetrator.

* S HP:Critical MV:Tiring >
*Penetrator* panics, and attempts to flee!
[k dark]
You barely pierce *Penetrator*'s body.

bb
change mood brave
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Beaten >
6
[k dark]
You do the best you can!

6
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Beaten >
You pierce *Penetrator*'s body.
A Civil Watch patrol leader tickles Penetrator's body with his slash.
A Civil Watch guard barely slashes Penetrator's head.
A Civil Watch guard barely tickles Penetrator's body with his slash.
Mood changed to: Brave

* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Beaten >
6
*Penetrator* leaves south.
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
* S HP:Critical MV:Tiring >
6
Mood changed to: Wimpy

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
score
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
ww
change mood wimpy
You have 48(400) hit and 84(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

* S HP:Critical MV:Tiring >
Mood changed to: Wimpy

* S HP:Critical MV:Tiring >
5
where
6
Players in your Zone
--------------------
Suern - Beneath a Cliff's Ledge

ww
change mood wimpy
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
Mood changed to: Wimpy

* S HP:Critical MV:Tiring >

(tic_timer): Tic in 7 seconds!

*Penetrator* has arrived from the west.

* S HP:Critical MV:Tiring >

*Penetrator* tries to lance you, but you parry successfully.

* S HP:Critical MV:Tiring - Penetrator: Beaten >
wimp 46
[change wimpy]
You will now flee if you go below 46 hit points.

f
* S HP:Critical MV:Tiring - Penetrator: Beaten >
You panic and attempt to flee!


A Civil Watch guard joins your fight!
A Civil Watch guard joins a Civil Watch guard's fight!
A Civil Watch patrol leader joins a Civil Watch guard's fight!


You flee head over heels.
A Winding Road
The road continues shadowing the wide hill, heading west around the
unscalable cliff walls. Boulders block passage at numerous points forcing
horses and wagons to detour around them. Mudslides have settled across the
road making travel very difficult.
[ obvious exits: E S W ]
Zone: Parched Ground

o S HP:Critical MV:Tiring >
e
6
Beneath a Cliff's Ledge
Providing adequate protection from both the northern winds and the sun
during day this indentation below the cliff's overhang is an ideal resting
place. The cliff's sheer wall is cold to the touch with a slight moisture
collecting on the rocks.
[ obvious exits: S W ]
Zone: Parched Ground
A gory tuft of flesh lies abandoned on the ground. [2]
A soft leather pouch has been discarded here. [2]
*Penetrator* is here, fighting a Civil Watch guard.
A Civil Watch guard is here, fighting Penetrator.
A Civil Watch guard is here, fighting Penetrator.
A Civil Watch patrol leader is here, fighting Penetrator.

* S HP:Critical MV:Tiring >
bb
change mood brave
[k dark]
You pierce *Penetrator*'s left arm.
*Penetrator* panics, and attempts to flee!

* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Beaten >
6
6
You pierce *Penetrator*'s head.
*Penetrator* panics, and attempts to flee!
Mood changed to: Brave

6
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Critical >
[k dark]
You do the best you can!

6
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Critical >
6
[k dark]
You do the best you can!

* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Critical >
[k dark]
You do the best you can!

6
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Critical >
[k dark]
You do the best you can!

6
* S HP:Critical MV:Tiring - a Civil Watch guard: Scratched - Penetrator:
Critical >
6
*Penetrator* leaves south.
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
s
[k dark]
They aren't here.

* S HP:Critical MV:Tiring >
6
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
[k dark]
They aren't here.

6
* S HP:Critical MV:Tiring >
A Winding Road
Heading westerly, the road gives wide berth to the hill that casts boulders
to the land around its base. Continuing its way north west through the
hilly terrain the road snakes its way between the sharp sloping rises
dwarved by the looming hill to the north east.
[ obvious exits: N E S W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
6
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
scan
[k dark]
They aren't here.

* S HP:Critical MV:Winded >
tt
* S HP:Critical MV:Winded >
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh bloody traces of a Trolloc leaving west. <<
Some obvious fresh bloody traces of a Trolloc leaving west. <<

* S HP:Critical MV:Winded >
not
w
w
w
You stop paying increased attention to your surroundings.

* S HP:Beaten MV:Tiring >
A Winding Road
Like a snake, the wagon rutted road slithers between the hills as it passes
the cliff to the east. Skeletons lie on the road here, left to be picked
clean by carrion eaters and slowly decomposed. An age old battle, it
appears as though some of corpses were eaten and savagely ripped apart.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A Shienaran scout blends into the surroundings here.

o S HP:Beaten MV:Tiring >
An Oasis
This copse of trees is oddly out of place in the barren surroundings.
Settled in a smally valley the trees, though stunted in growth, have found
a way to survive in their harsh environment. A pool of water collects at
the lowest point between the hills, dark and murky from the mud and dust
that streams off the hills.
[ obvious exits: N E W ]
Zone: Parched Ground
A green-leafed herb grows here.
A shallow pool of water has collected on the ground.
A remnant of the Age of Legends juts from the soil.
A ter'angreal stands here, humming quietly.

o S HP:Beaten MV:Tiring >
A Shallow Ravine
A small ravine slices through the cracked ground preventing passage to the
west and south. A small stand of trees lies to the east while the road lies
to the north where it curves northward between the hill and the ravine.
[ obvious exits: N E ]
Zone: Parched Ground
A Shienaran scout watches the horizon.

* S HP:Beaten MV:Tiring >
n
w
n
A Winding Road
A streambed once trickled across this path bringing rainfall from the hill
to the north. The streambed heads southeastward towards a stand of trees
between two smaller hills. Rocks have been built up across the streambed, a
sign of times past when the stream once required a ford to pass.
[ obvious exits: N E S W ]
Zone: Parched Ground

n
o S HP:Beaten MV:Tiring >
A Road by the Ravine
A ravine stretches south easterly from here forcing the road to head north
between the cliff and the trecherous drop to the west. Part of the road has
crumbled into the ravine as erosion slowly attempts to devour its prey.
[ obvious exits: N E ]
Zone: Parched Ground

n
o S HP:Beaten MV:Tiring >
A Road by the Ravine
Forced on its route between the cliff to the east and the ravine to the
west the road heads northward approaching a makeshift bridge. To the south
the road continues to hug the cliff's edge.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

o S HP:Beaten MV:Tiring >
A Makeshift Bridge
The ravine forms a t-intersection here heading north and south and east
towards the hill. A bridge built from a large slab of rock has been placed
over the ravine allowing even heavy wagons to cross. The eastern section of
the ravine slices its way right up to the cliff to the east.
[ obvious exits: N E S ]
Zone: Parched Ground
A soft leather pouch has been discarded here.

n
o S HP:Beaten MV:Tiring >
n
A Makeshift Bridge
The northern section of the bridge completes the passage across the ravine.
The ravine is dry itself, only filling during heavy rainfalls for any
period of time before the heat of the nearby blight evaporates what little
water falls.
[ obvious exits: N E S ]
Zone: Parched Ground
North: An ancient, gnarled tree looms over you.

n
o S HP:Beaten MV:Tiring >
A Road by the Ravine
A deep and dry ravine lies to the west while the road departs to the east
towards the northern point of a hill that lies in the distance. A bridge
spans the bredth of the ravine further to the south. Far to the northeast a
forest consumes the road as it heads northeasterly.
[ obvious exits: E S ]
Zone: Parched Ground
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

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

o S HP:Beaten MV:Tiring >
n
A Winding Road
The road bends here, leading to the north and the west. Motes of dirt sent
airborn by the breeze and traffic on the road create a dull haze in the dry
air. A sickly sweet smell arrives on the winds from the north.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A Shienaran scout blends into the surroundings here.
West: An ancient, gnarled tree looms over you.

e
o S HP:Beaten MV:Tiring >
A Winding Road
The smell of decaying matter is strong even this far south of the forest to
the north east. The road continues easterward where it arrives at a fork in
the road. The air is dry and dusty leaving the road underfoot cracked and
beaten.
[ obvious exits: E S ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.

e
* S HP:Beaten MV:Tiring >
A Winding Road
Just to the east the road branches. One route proceeds north towards
Tarwin's Gap through a thick forest, the other is an eastern route around
the massive hill to the south. An overturned wagon, gutted from flame, lies
in a heap just off the road against the cliff's face.
[ obvious exits: E W ]
Zone: Parched Ground
West: A Shienaran scout blends into the surroundings here.

o S HP:Beaten MV:Tiring >
tt
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh bloody traces of a Trolloc leaving west. <<
Some obvious fresh bloody traces of a Trolloc leaving west. <<

o S HP:Beaten MV:Winded >
ww
change mood wimpy
Mood changed to: Wimpy

o S HP:Beaten MV:Winded >
score
5
where
You have 62(400) hit and 77(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

6
o S HP:Beaten MV:Winded >
Players in your Zone
--------------------
Suern - Before a Split in the Road

o S HP:Beaten MV:Winded >
[k dark]
They aren't here.

o S HP:Beaten MV:Winded >
bb
change mood brave
5
where
6
Mood changed to: Brave

o S HP:Beaten MV:Winded >
6
Players in your Zone
--------------------
Suern - Before a Split in the Road

o S HP:Beaten MV:Winded >
6
[k dark]
They aren't here.

6
o S HP:Beaten MV:Winded >
[k dark]
They aren't here.

o S HP:Beaten MV:Winded >
[k dark]
They aren't here.

o S HP:Beaten MV:Winded >
[k dark]
They aren't here.

o S HP:Beaten MV:Winded >
s
e
A Winding Road
Large boulders and fallen rock have fallen from the slowly eroding hill to
the west forcing travellers to head further east before continuing south.
Mounted tracks dominate the road, outings from Shienaran soldiers as they
patrol the surrounding land.
[ obvious exits: N E ]
Zone: Parched Ground

s
o S HP:Beaten MV:Winded >
A Winding Road
The hill to the west has widen its girth dictating the path of the road as
it skirts around high cliffs. Small campfires, long since burned out, dot
the base of the cliff situated in small crevices and shallow caves that
provide protection from the elements.
[ obvious exits: E S W ]
Zone: Parched Ground

o S HP:Beaten MV:Winded >
A Winding Road
A small battle must have taken place here long ago. The burnt remains of
wagons rest in the earth and dust as the grass slowly encroaches on the
fallen remains of war. A few skeletons rest between the wagons from both
human and trolloc, already half buried in the earth.
[ obvious exits: N E ]
Zone: Parched Ground

e
o S HP:Beaten MV:Winded >
s
s
A Winding Road
Deep ruts from heavy wagons slash through the earthen road, uncovering the
ancient paving stones that mark the weakening of a once great civilization.
The constant clash between the light and dark have provided no time to
maintain the once great road.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Beaten MV:Winded >
s
Before a Cliff's Wall
An indentation in the cliff to the west provides a temporary respite from
the harsh elements. Burnt out fires from numerous campfires set upon one
another over the years has left a charred blackened spot against the cliff
wall. A small overhang leers above providing shade during the blistering
sun.
[ obvious exits: N E ]
Zone: Parched Ground

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

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

o S HP:Beaten MV:Winded >
e
s
A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: *Penetrator* is standing here.

o S HP:Beaten MV:Winded >
A Landslide
Rocks and large boulders have slid to a large heap at the base of the large
hill to the west. While the slope may be climable, the loose rocks and
boulders would warn against it. To the south the boulders are so large that
passage is blocked further in that direction. A road lies to the east to
provide easier travel.
[ obvious exits: N E ]
Zone: Parched Ground

qf
take yellow pack;quaff yellow
o S HP:Beaten MV:Winded >
You get a thin vial of yellow fluid from a belt pack.

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

o S HP:Beaten MV:Tiring >
n
e
h
y
A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A trolloc scout sniffs the air here.

o S HP:Beaten MV:Tiring >
A Winding Road
The road curves to the south and west here avoiding a landslide to the
south west. The road stops its winding as it heads directly south shadowing
the high cliffs towards the west.
[ obvious exits: S W ]
Zone: Parched Ground
A trolloc scout sniffs the air here.

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

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

o S HP:Beaten MV:Tiring >
s
s
A Road by a Hill
A large landslide lies to the west, the smaller stones and rocks having
fallen even this far to the road. The ground crackles underfoot as the dry
air has created a crusty layer of dirt from long since dried mud.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A trolloc scout sniffs the air here.

o S HP:Beaten MV:Tiring >
A Road by a Hill
Dust blows off the landslide towards the north west and off the hill itself
creating a haze in the day when the heat from the sun creates a blurry
illusion. The lands are relatively devoid of life, beyond the birds of prey
that circle high above waiting for weakened or dying animals to stop from
exhaustion.
[ obvious exits: N S ]
Zone: Parched Ground
South: Warped, menacing trees shiver, boughs slowly enclosing around you.

h
o S HP:Beaten MV:Tiring >
y
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

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

o S HP:Beaten MV:Tiring >
ss
scan south
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

ww
change mood wimpy
o S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

o S HP:Beaten MV:Tiring >
n
n
A Road by a Hill
A large landslide lies to the west, the smaller stones and rocks having
fallen even this far to the road. The ground crackles underfoot as the dry
air has created a crusty layer of dirt from long since dried mud.
[ obvious exits: N S W ]
Zone: Parched Ground
North: A trolloc scout sniffs the air here.

w
o S HP:Beaten MV:Tiring >
A Winding Road
The road curves to the south and west here avoiding a landslide to the
south west. The road stops its winding as it heads directly south shadowing
the high cliffs towards the west.
[ obvious exits: S W ]
Zone: Parched Ground
A trolloc scout sniffs the air here.

o S HP:Beaten MV:Tiring >
A Winding Road
The road continues its east west path avoiding a landslide area to the
south. Although the road once led south, the large boulders and numerous
rocks forced travellers to skirt around the rockfall.
[ obvious exits: N E S W ]
Zone: Parched Ground
East: A trolloc scout sniffs the air here.

o S HP:Beaten MV:Tiring >
n
w
A Winding Road
Giving the hill a wide birth, the road heads further to the southeast
through the rolling grasslands. Although the air is hot and dry, the
sickly smell from the Blight far to the north has dissipated. Far to the
north a the road must cut through a forest that lies on the slopes of the
Mountains of Dhoom.
[ obvious exits: S W ]
Zone: Parched Ground

w
o S HP:Beaten MV:Tiring >
A Winding Road
Deep ruts from heavy wagons slash through the earthen road, uncovering the
ancient paving stones that mark the weakening of a once great civilization.
The constant clash between the light and dark have provided no time to
maintain the once great road.
[ obvious exits: N E S W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
A Winding Road
A small battle must have taken place here long ago. The burnt remains of
wagons rest in the earth and dust as the grass slowly encroaches on the
fallen remains of war. A few skeletons rest between the wagons from both
human and trolloc, already half buried in the earth.
[ obvious exits: N E ]
Zone: Parched Ground

n
o S HP:Beaten MV:Tiring >
w
A Winding Road
The hill to the west has widen its girth dictating the path of the road as
it skirts around high cliffs. Small campfires, long since burned out, dot
the base of the cliff situated in small crevices and shallow caves that
provide protection from the elements.
[ obvious exits: E S W ]
Zone: Parched Ground

tt
o S HP:Beaten MV:Tiring >
A Winding Road
Large boulders and fallen rock have fallen from the slowly eroding hill to
the west forcing travellers to head further east before continuing south.
Mounted tracks dominate the road, outings from Shienaran soldiers as they
patrol the surrounding land.
[ obvious exits: N E ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
[track trolloc]


n
-
=
Cancelled.
Before a Split in the Road
The road splits to the west and south around a large hill with sheer cliffs
on all sides as if the earth decided to suddenly thrust itself upwards from
the core. The road appears more paved to the west while to the south a
thinner earthen road shadows the hill.
[ obvious exits: N S W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
tt
[track trolloc]


-
=
+
*
*
+
=
Some obvious fresh bloody traces of a Trolloc leaving north. ^^
Some obvious fresh bloody traces of a Trolloc leaving west. <<

o S HP:Beaten MV:Tiring >
ww
change mood wimpy
Mood changed to: Wimpy

n
o S HP:Beaten MV:Tiring >
e
e
Road to Tarwin's Gap
The road plods on to the south towards a large hill and bends to the north
to avoid a sharp incline. A dark forest shadows the road to the east. The
forest once extended into these rolling hills, but large fires seem to have
cleared the area leaving only small saplings struggling to survive. 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 ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
h
In a Dark Forest
Great leatherleaf trees tower over sickly pines casting the forest into
deep shadows. The hardwood trees seem to survive better than their pinewood
cousins that seem to write and twist from the taint of the nearby Blight.
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 W ]
Zone: Parched Ground

o S HP:Beaten MV:Tiring >
y
In a Thick Forest
The pine trees are very tight knitted here, even more so to the south where
it becomes to difficult for passage. To the east the trees thin out as the
environment becomes too harsh to support life. The air is humid and carries
a sickly sweet smell eminating from the trees as the proximity to the
Blight taints the living even this far south. 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 W ]
Zone: Parched Ground

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

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

e
o S HP:Beaten MV:Tiring >
h
y
By the Road
The road lies just to the north, seen through the dense forest. Half-buried
road markers can be glimpsed, dotting the roadside at regular intervals. Far
to the north, past the trees, the Mountains of Dhoom are a jagged black line
in the horizon. The air is tinged with the stench of the Blight, carried into
the south by the winds blowing through Tarwin's Gap.
[ obvious exits: N E W ]
Zone: Tarwin's Gap

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

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

o S HP:Beaten MV:Tiring >
e
h
y
Edge of the Forest
Dense foliage blots the sky from view. The air is hot and humid, tinged with
the rancid stench of the Blight. Oddly, scattered among the normal trees are
some oddly twisted and gnarled trees, as if in pain. The foliage thins out
and hills can be seen to the north. Beyond the hills, the Mountains of Dhoom
claw the sky.
[ obvious exits: N W ]
Zone: Tarwin's Gap
*Penetrator* is resting here.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle
lust.
A myrddraal slowly gazes about, leaving you shaken.

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

o S HP:Beaten MV:Tiring >
[ba h.dark]
You silently approach your victim...


-
=
+
*
*Penetrator* stops resting, and clambers on his feet.

*
+
*Penetrator* tries to lance you, but you parry successfully.

=
-
ww
change mood wimpy

f
-
Cancelled.
Mood changed to: Wimpy

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
You try to pierce *Penetrator*, but he parries
successfully.
A Kno'mon trolloc joins Penetrator's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A myrddraal joins a Kno'mon trolloc's fight!
A myrddraal hisses 'This is the will of the Great Lord.'

*Penetrator* tries to lance you, but you deflect the blow.
You panic and attempt to flee!


You flee head over heels.
Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
Zone: Tarwin's Gap
A dirty rock lies here. [2]

o S HP:Beaten MV:Winded >
bb
change mood brave
6
6
Mood changed to: Brave

6
o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

6
o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

ww
change mood wimpy
o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

5
where
o S HP:Beaten MV:Tiring >
Mood changed to: Wimpy

6
o S HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Suern - Bend in the Road

o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

score
o S HP:Beaten MV:Tiring >
5
where
You have 76(400) hit and 84(156) movement points.
You have scored 108500001 experience points and 1007 quest points.
You need 1727319362 exp to level and 1993 qp to rank.
You have amassed 278 Turn points to date.
You have played 26 days and 8 hours (real time).
This ranks you as Suern the Master Thiefbane [Thiefbane 7] (Level 51).
You are standing.

6
o S HP:Beaten MV:Tiring >
6
Players in your Zone
--------------------
Suern - Bend in the Road

6
o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
*Penetrator* has arrived from the south.
[k dark]
You pierce *Penetrator*'s head.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

You try to pierce *Penetrator*, but he parries successfully.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
wimp 73
[change wimpy]
You will now flee if you go below 73 hit points.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

You pierce *Penetrator*'s body.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

You dodge a bash from *Penetrator* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!


o S HP:Beaten MV:Tiring - Penetrator: Beaten >
bb
change mood brave

You pierce *Penetrator*'s body.

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
Mood changed to: Brave

6
o S HP:Beaten MV:Tiring - Penetrator: Beaten >
6
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Beaten >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Beaten >

You pierce *Penetrator*'s left arm hard.

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >

(tic_timer): Tic in 7 seconds!
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
*Penetrator* tries to lance you, but you parry successfully.
You pierce *Penetrator*'s right leg hard.
You dodge a bash from *Penetrator* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
You pierce *Penetrator*'s body hard.
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
*Penetrator* tries to lance you, but you parry successfully.
You pierce *Penetrator*'s right arm hard.
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
You pierce *Penetrator*'s body.
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

6
o S HP:Beaten MV:Tiring - Penetrator: Critical >
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
[k dark]
You do the best you can!

o S HP:Beaten MV:Tiring - Penetrator: Critical >
6
You pierce *Penetrator*'s left leg.
*Penetrator* 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 *Penetrator*'s death cry.
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
6
[k dark]
They aren't here.

6
o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
[k dark]
They aren't here.

o S HP:Beaten MV:Tiring >
scal
gg
You lean over and sever the bloody head from the corpse of Penetrator.

Stomper
Posts: 72
Joined: Thu Jan 14, 2016 12:18 pm

Re: Crit kills

Post by Stomper » Tue Apr 09, 2024 11:21 am

Not really crit but was close enough :p Longest session widdling sobek down in wb with Elara around. They'd been beating me down pretty easy given channeler's. They'd tried dooring me in wb a bit with sobek as bait. I didn't know if Elara was around yet, but figured yolo. This was just a instance of boredom and perseverance cause I'd regained enough to try this. Almost ended poorly.

* HP:Hurt MV:Winded > k sobek
The Common Room
This common room is actually well isolated from the main part of the inn.
Tables are spaced far apart, and a small thin wall separates the main body of
the inn from this room. It doesn't look like a very social type of inn, and
the clientelle seem to enjoy their privacy. A small window looks out on an
alley to the south.
[ obvious exits: N S ]
A lantern has been left here. [4]
A wild stallion bucks madly.
*Sobek* is resting here.
A man is here.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.
Selaana is standing here.
Selaana is surrounded by a shimmering white aura!
A man is here.
A bartender serves customers with a greedy smile.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.

* HP:Hurt MV:Winded > y
You slash *Sobek*'s left leg hard.

* HP:Hurt MV:Winded - Sobek: Critical > [close common]
Ok.

* HP:Hurt MV:Winded - Sobek: Critical >
*Sobek* tries to pierce you, but you deflect the blow.
A barmaid gesticulates strangely.
A barmaid panics, and attempts to flee!
A drunken fool tries to stab you, but you dodge the attack.
Selaana joins Sobek's fight!
A man gesticulates strangely.
A man panics, and attempts to flee!
A bartender joins Sobek's fight!
A bartender bellows 'FXEhkCQBck RubaBld fh lavKJiJfC YteX IkEvoPy'
A barmaid gesticulates strangely.
A barmaid panics, and attempts to flee!
A drunken fool tries to stab you, but you dodge the attack.
You barely slash *Sobek*'s body.

* HP:Hurt MV:Winded - Sobek: Critical > close window

*Sobek* closes the window.

* HP:Hurt MV:Winded - Sobek: Critical > It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > h
[close window]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > h
h
[close window]
It's already closed!

y
* HP:Hurt MV:Winded - Sobek: Critical > You swiftly dodge a drunken fool's attempt to stab you.
A bartender tries to hit you, but you parry successfully.
Selaana strikes your body.
You swiftly dodge a drunken fool's attempt to stab you.
*Sobek* pierces your right arm hard.
You barely slash *Sobek*'s head.
[close window]
It's already closed!

h
* HP:Hurt MV:Winded - Sobek: Critical > [close common]
It's already closed!

y
* HP:Hurt MV:Winded - Sobek: Critical > h
[close window]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > y
[close common]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > h
[close window]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > y
[close common]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > h
[close window]
It's already closed!

y
* HP:Hurt MV:Winded - Sobek: Critical > [close common]
It's already closed!

h
* HP:Hurt MV:Winded - Sobek: Critical > [close window]
It's already closed!

y
* HP:Hurt MV:Winded - Sobek: Critical > h
[close common]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > y
[close window]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > h
[close common]
It's already closed!

* HP:Hurt MV:Winded - Sobek: Critical > y
A drunken fool tries to stab you, but you deflect the blow.
A bartender tickles your body with his hit.
Selaana strikes your body.
You swiftly dodge a drunken fool's attempt to stab you.
*Sobek* tries to pierce you, but you parry successfully.
You try to slash *Sobek*, but he parries successfully.
A drunken fool tries to stab you, but you parry successfully.
*Sobek* pierces your right leg.
[close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > h
[close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > y
[close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > h
A bartender bellows 'GXy]FEeHDv R?HjuYj CD yFY]cnDiI edee Ac?@bfI'
A barmaid bellows 'yfy[O c FQDFS_eU CDk[_hm YLGO j\XcY'
A barmaid panics, and attempts to flee!
[close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > y
[close common]
It's already closed!

h
* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical >
A drunken fool tries to stab you, but you dodge the attack.
A bartender barely hits your right leg.
Selaana strikes your body.
A drunken fool tries to stab you, but you dodge the attack.
*Sobek* barely pierces your body.
You barely slash *Sobek*'s body.

gquaff tea
* HP:Wounded MV:Winded - Sobek: Critical > y
A drunken fool tickles your right leg with his stab.
Arglebargle, glop-glyf!?!

h
* HP:Wounded MV:Winded - Sobek: Critical > [close common]
It's already closed!

y
* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > y
h
[close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical >
A drunken fool tries to stab you, but you deflect the blow.
A bartender tries to hit you, but you parry successfully.
Selaana strikes your body hard.
A drunken fool tries to stab you, but you deflect the blow.
*Sobek* pierces your body hard.
You slash *Sobek*'s body.

* HP:Wounded MV:Winded - Sobek: Critical > y
h
[close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical >
*Sobek* pierces your body.

* HP:Wounded MV:Winded - Sobek: Critical > change wimpy 0
You won't flee from any fight now.

y
* HP:Wounded MV:Winded - Sobek: Critical >
A drunken fool tries to stab you, but you dodge the attack.
A bartender tries to hit you, but you parry successfully.
Selaana barely strikes your body.
A drunken fool tries to stab you, but you parry successfully.
*Sobek* pierces your right leg.
You slash *Sobek*'s left leg.

h
* HP:Wounded MV:Winded - Sobek: Critical > [close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > [close window]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > quaff tea
y
*Sobek* pierces your right arm.
You can only quaff potions.

* HP:Wounded MV:Winded - Sobek: Critical > h
[close common]
It's already closed!

* HP:Wounded MV:Winded - Sobek: Critical > y
A man panics, and attempts to flee!
Selaana's hands begin weaving crystals of water and air...
Your body is pierced by razor sharp ice spikes sent by Selaana!
A man panics, and attempts to flee!
A bartender bellows 'ArtSo?^[`P vfQUtUu hM vEirnhgi[ ^uUX lFlXFHl'
A barmaid bellows 'sEhN? v _dAQAHRg idLuM?j DiUB IzbMO'
A barmaid panics, and attempts to flee!
[close window]
It's already closed!

* HP:Battered MV:Winded - Sobek: Critical > [close common]
It's already closed!

* HP:Battered MV:Winded - Sobek: Critical >
A drunken fool tries to stab you, but you dodge the attack.
A bartender barely hits your body.
Selaana strikes your body.
You swiftly dodge a drunken fool's attempt to stab you.
*Sobek* barely pierces your body.
You slash *Sobek*'s left hand.
*Sobek* is stunned, but will probably regain consciousness...

* HP:Beaten MV:Winded > get tea pack
There doesn't seem to be a tea in a backpack.

* HP:Beaten MV:Winded > quaff
You do not have that item.

k sobek
* HP:Beaten MV:Winded > You slash *Sobek*'s right hand hard.
*Sobek* 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 *Sobek*'s death cry.

* HP:Beaten MV:Winded > get all sop

You swiftly dodge a drunken fool's attempt to stab you.
A barmaid panics, and attempts to flee!
A bartender bellows 'N^JqliSIqD oTBLq`e ww I@^RPfmeb moL@ KOjxzBz'
A bartender hits your left arm.
Selaana strikes your right leg.
A drunken fool tries to stab you, but you parry successfully.

* HP:Beaten MV:Winded - a drunken fool: Scratched > You don't have a sop.

* HP:Beaten MV:Winded - a drunken fool: Scratched > open window
f
Ok.

* HP:Beaten MV:Winded - a drunken fool: Scratched > open window
s
PANIC! You couldn't escape!

* HP:Beaten MV:Winded - a drunken fool: Scratched > It's already open!

* HP:Beaten MV:Winded - a drunken fool: Scratched > No way! You're fighting for your life!

get
* HP:Beaten MV:Winded - a drunken fool: Scratched > f
s
You slash a drunken fool's right leg into bloody fragments!
A drunken fool tries to stab you, but you dodge the attack.
A bartender tries to hit you, but you deflect the blow.
Selaana strikes your left arm hard.
You wish that your wounds would stop BLEEDING so much!

A drunken fool tries to stab you, but you dodge the attack.
Get what?

You panic and attempt to flee!ken fool: Battered >

You flee head over heels.
Side Alley
This small side alley twists off towards the east, but seems to be utterly
devoid of any purpose whatsoever. All you can see are the backs of several
of Whitebridge's large houses, with a small wooden gate set into a stone
wall facing you to the east. There is another gate off to the west, from
which the smells of fresh bread and yeast waft over the town.
[ obvious exits: E W ]
Alas, you cannot go that way...

o HP:Beaten MV:Winded > get all copse
You don't have a copse.

o HP:Beaten MV:Winded > open sidegate
w
n
It's already open!

o HP:Beaten MV:Winded > n
Back Alley
This alley is actually closer to a side-street, with several stores along
the way. There is the back of an inn to the east, but you can't see any
entrance from here. The old stables are just to the west, and you can see
the bakery to the south.
[ obvious exits: N E S ]
A little boy plays here.

o HP:Beaten MV:Winded > Stone Street
A wide stone street runs through the town of Whitebridge from east to west.
Immediately to the west, the street opens up into a broad square, into
which the foot of the great White Bridge descends to the cobblestones. The
stone street is bordered on both sides by shops and taverns, most appearing
to cater to well-to-do merchants and travelers. A small gap between two
shops on the south side of the street marks the mouth of a small alley.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A little boy plays here.
A town watchman is here, patrolling the city.

change posture defensive
* HP:Beaten MV:Winded > Alas, you cannot go that way...

* HP:Beaten MV:Winded > Posture changed to: Defensive

* HP:Beaten MV:Winded > change mood wimpy
Mood changed to: Wimpy

change posture defensive
* HP:Beaten MV:Winded > e
Posture changed to: Defensive

* HP:Beaten MV:Winded > Stone Street
Upscale inns and a few shops line the stone street of Whitebridge.
Well-painted signage and larger, better-maintained storefronts mark the
area as prime real estate for those catering to merchants and traveling
nobles. The further removed one is from the docks, it appears, the more
desirable and expensive the lodging and shopping becomes. A large inn with
an intricately painted sign lies to the south, while to the east, the gates
of Whitebridge are visible, set into the low wall surrounding the town.
[ obvious exits: E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

where
* HP:Beaten MV:Winded > Players in your Zone
--------------------
Stomper - Stone Street

* HP:Beaten MV:Winded > alias yg et all
Ok.

* HP:Beaten MV:Winded > s
The Wayfarer's Rest Inn
This spacious inn doesn't appear to be the friendliest establishment. The
place is extremely quiet, and whatever patrons are here apparently make
little or no noise. A thin wall separates the main body of the inn from
the common room, which is just to the south. A doorway leads north to the
city street.
[ obvious exits: N S ]
Bartrim the innkeeper stands sullenly about.

* HP:Beaten MV:Winded > get alli
You don't see an alli here.

* HP:Beaten MV:Winded > alias y get all corpse
open common
s
Ok.

* HP:Beaten MV:Winded > y
Ok.

* HP:Beaten MV:Winded > open common
n
The Common Room
This common room is actually well isolated from the main part of the inn.
Tables are spaced far apart, and a small thin wall separates the main body of
the inn from this room. It doesn't look like a very social type of inn, and
the clientelle seem to enjoy their privacy. A small window looks out on an
alley to the south.
[ obvious exits: N S ]
The corpse of Sobek is lying here.
A lantern has been left here. [4]
A wild stallion bucks madly.
A man is here.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.
Selaana is standing here.
Selaana is surrounded by a shimmering white aura!
A man is here.
A bartender serves customers with a greedy smile.
A middle-aged woman offers drinks to patrons.
A drunken fool staggers in no particular direction.

n
* HP:Beaten MV:Winded > [get all corpse]
You get a length of rope from the corpse of Sobek.
You get a coach ticket from the corpse of Sobek.
You get a coach ticket from the corpse of Sobek.
You get a large slab of meat from the corpse of Sobek.
You get a water skin from the corpse of Sobek.
You get a dark pair of steel boots from the corpse of Sobek.
You get a pair of steel-plated greaves from the corpse of Sobek.
You get a soft leather pouch from the corpse of Sobek.
You get a bronze belt of odd design from the corpse of Sobek.
You get a silver sai from the corpse of Sobek.
You get a silver etched shield from the corpse of Sobek.
You get a sungwood bracelet from the corpse of Sobek.
You get a sungwood bracelet from the corpse of Sobek.
You get a pair of steel-plated gauntlets from the corpse of Sobek.
You get a pair of steel-plated vambraces from the corpse of Sobek.
You get a backpack from the corpse of Sobek.
You get an earthen brown mantle from the corpse of Sobek.
You get a thick, steel-plated breastplate from the corpse of Sobek.
You get a torc of gleaming steel from the corpse of Sobek.
You get a torc of gleaming steel from the corpse of Sobek.
You get a polished, slitted great helm from the corpse of Sobek.
You get a ring of silver from the corpse of Sobek.
You get an oilstone from the corpse of Sobek.
You get a mirrored lantern from the corpse of Sobek.

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

gok
Posts: 69
Joined: Thu Oct 08, 2020 12:41 am

Re: Crit kills

Post by gok » Tue Apr 09, 2024 5:43 pm

Would have been beautiful if sobek fled, walked back in and just closed the doors

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