Postby Mikhan » Tue Jul 10, 2018 3:59 pm
Morfran says 'hes in caem for all we know'
* R HP:Healthy SP:Bursting MV:Strong > It's already open!
not
* R HP:Healthy SP:Bursting MV:Strong > dd
You start paying increased attention to your surroundings.
* R HP:Healthy SP:Bursting MV:Strong > [diag h.human]
No-one by that name here.
* R HP:Healthy SP:Bursting MV:Strong > not
e
You stop paying increased attention to your surroundings.
* R HP:Healthy SP:Bursting MV:Strong > e
e
The Caemlyn Road Through Four Kings
Sounds of mirth echo through the streets from the multicolored taverns
and inns that line the road as it runs through Four Kings, while below
the laughter and singing the occasional instrument can be heard, or more
often the clash of steel. To the south a smaller street branches away
from the road, heading into the private areas of the city, away from the
crowded inns and streets.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
Morfran has arrived from the west.
* R HP:Healthy SP:Bursting MV:Strong > e
At the Smiling Gleeman
Choked with wagons and carts, the Caemlyn Road runs through town to the
east and west, but this intersection is dominated by something other
than exhausted horses and dirt. To the south rises a massive swirl of
red, purple and green boards which grab the eye and pull all attention
towards it. A fanciful sign above the door proclaims the establishment
to be the Smiling Gleeman, no doubt one of the fancier taverns in town.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
* R HP:Healthy SP:Bursting MV:Strong > e
Junction of the Caemlyn and Lugard Roads
Stalled wagons and carts tighten the road here at the heart of Four
Kings. High upon the side of the building on the southeast corner of the
intersection a sign proclaims the road leading off to the south to be
the Lugard Highway, easily as wide as the Caemlyn Road which runs in
between the festive establishments of town, even if not quite so busy.
[ obvious exits: E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
* R HP:Healthy SP:Bursting MV:Strong > e
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
* R HP:Healthy SP:Bursting MV:Strong > The Outskirts of Four Kings
The gaudy buildings of Four Kings quickly surround the Caemlyn Road as
it runs westward towards Whitebridge, resulting in a crowded, noisy, and
incredibly busy town at all hours of the day and night. The street is
crowded with wagons, packed so tightly that there is barely enough room
for a single cart to pass by, let alone allow two way traffic. Even from
here the sounds of staged mirth are audible from the taverns.
[ obvious exits: E W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
Morfran has arrived from the west.
* R HP:Healthy SP:Bursting MV:Strong > rr
The Caemlyn Road Above Four Kings
Sprawled across the plains to the west lies the village of Four Kings,
a dusty array of wide streets and multi-colored buildings, clogged with
wagons running along the Caemlyn Road. Other than the city, there is
nothing within sight but the hedges around failed farms and the dusty
plains of Andor.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the west.
[track human] sting MV:Strong >
+
Some clear day-old tracks of Marlyma leaving east.
* R HP:Healthy SP:Bursting MV:Tiring > 'wasn't tracks
You say 'wasn't tracks'
* R HP:Healthy SP:Bursting MV:Tiring > w
w
The Outskirts of Four Kings
The gaudy buildings of Four Kings quickly surround the Caemlyn Road as
it runs westward towards Whitebridge, resulting in a crowded, noisy, and
incredibly busy town at all hours of the day and night. The street is
crowded with wagons, packed so tightly that there is barely enough room
for a single cart to pass by, let alone allow two way traffic. Even from
here the sounds of staged mirth are audible from the taverns.
[ obvious exits: E W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the east.
Ack, you lost Morfran!
* R HP:Healthy SP:Bursting MV:Tiring > s
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil, being ridden by you.
Garrosh has arrived from the east.
* R HP:Healthy SP:Bursting MV:Tiring > You can't ride in there.
* R HP:Healthy SP:Bursting MV:Tiring > dism
You stop riding it.
sneak
* HP:Healthy SP:Bursting MV:Tiring > not
Ok, you'll try to move silently for a while.
* S HP:Healthy SP:Bursting MV:Tiring > s
You start paying increased attention to your surroundings.
* S HP:Healthy SP:Bursting MV:Tiring > dd
Common Room of the Dancing Cartman
In spite of the disarray of tables and chairs which fill the common room
of the Dancing Cartman, the focus of the room is clearly the small stage
against the east wall rather than the bar itself. The festive colors of
the outside walls are lost here, giving way to dim lantern light and
the confused mix of wood and dirt which compose the floor, while serving
girls dash in and out of the kitchen to the south.
[ obvious exits: N E S U ]
A short man stands here, nervously eyeing everything in sight.
A man stands with his back to the wall, gold tooth glinting.
Jak, the innkeeper's guard, is keeping an eye on things here.
Strom, the innkeeper's guard, is watching out for trouble here.
Saml Hake, the innkeeper of the Dancing Cartman, is here.
Garrosh has arrived from the north.
* S HP:Healthy SP:Bursting MV:Tiring > [diag h.human]
No-one by that name here.
* S HP:Healthy SP:Bursting MV:Tiring > l e
The BoundDoor is closed.
* S HP:Healthy SP:Bursting MV:Tiring > op bounddoor
d
Ok.
* S HP:Healthy SP:Bursting MV:Tiring > Alas, you cannot go that way...
* S HP:Healthy SP:Bursting MV:Tiring >
A frightened young thief panics, and attempts to flee!
A frightened young thief leaves south.
* S HP:Healthy SP:Bursting MV:Tiring > s
Kitchen of the Dancing Cartman Inn
Odors waft through the small kitchen from several large pots upon the
large iron stove in the corner of this old kitchen. Amidst the bags of
spices and hanging meat there is the occasional table where the inn's
meals are prepared for the lonely patrons in the common room. There is
little light from a single overhead lantern which mainly lights a wooden
bench where the serving girls and cooks take their meals.
[ obvious exits: N E D ]
A short man stands here, nervously eyeing everything in sight.
An artifact collector stands here, searching specific items.
Garrosh has arrived from the north.
* S HP:Healthy SP:Bursting MV:Tiring > dd
d
[diag h.human]
No-one by that name here.
* S HP:Healthy SP:Bursting MV:Tiring > Wine Cellar of the Dancing Cartman Inn
Like the rest of the inn, this small wine cellar is cramped and in a bad
state of disrepair. The racks which line the walls are all but empty,
with not a few bottles of cheap wine broken against the stone floor. The
mainstay of the inn though, two large casks of ale, are decidedly clean
of dust and are obviously used more often than the sparse shelves.
[ obvious exits: U ]
You sense a hidden life form in the area...
Garrosh has arrived from above.
dd
o S HP:Healthy SP:Bursting MV:Tiring > [diag h.human]
Sidar is in excellent condition.
o S HP:Healthy SP:Bursting MV:Tiring > 11
[k h.human]
You try to strike *Sidar*, but he deflects the blow.
o S HP:Healthy SP:Bursting MV:Tiring - Sidar: Healthy > nar on
seize
You narrate 'on'
o S HP:Healthy SP:Bursting MV:Tiring - Sidar: Healthy > You feel the flows of saidin coursing through your body.
chann 'ice spikes' h.human
o S HP:Healthy SP:Bursting MV:Tiring - Sidar: Healthy >
*Sidar* panics, and attempts to flee!
Garrosh pounds *Sidar*'s left arm into bloody fragments!
You begin to weave the appropriate flows...r: Scratched >
-
*Sidar* tries to stab you, but you deflect the blow.
+
*Sidar* panics, and attempts to flee!
*
Garrosh tries to pound *Sidar*, but he deflects the blow.
*Sidar* tries to stab you, but you deflect the blow.
*Sidar* panics, and attempts to flee!
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Sidar*.
o S HP:Healthy SP:Full MV:Tiring - Sidar: Hurt > chann 'ice spikes' h.human
You begin to weave the appropriate flows...
*Sidar* panics, and attempts to flee!
-
*Sidar* tries to stab you, but you deflect the blow.
=
Garrosh sends *Sidar* sprawling with a powerful bash!
=
Ok.
Spikes of solid ice form in your hands, which you launch at *Sidar*.
o S HP:Healthy SP:Strong MV:Tiring - Sidar: Wounded > chann 'ice spikes' h.human
Garrosh pounds *Sidar*'s right foot into bloody fragments!
You strike *Sidar*'s right leg into bloody fragments!
You begin to weave the appropriate flows... Battered >
Garrosh pounds *Sidar*'s body into bloody fragments!
=
Ok.
*Sidar* panics, and attempts to flee!
Spikes of solid ice form in your hands, which you launch at *Sidar*.
o S HP:Healthy SP:Strong MV:Tiring - Sidar: Critical > chann 'ice spikes' h.human
channel 'flame strike' h.human
You begin to weave the appropriate flows...
Cancelled.
You begin to weave the appropriate flows...
*Sidar* leaves up.
=u
+n
Cancelled.
Kitchen of the Dancing Cartman Inn
Odors waft through the small kitchen from several large pots upon the
large iron stove in the corner of this old kitchen. Amidst the bags of
spices and hanging meat there is the occasional table where the inn's
meals are prepared for the lonely patrons in the common room. There is
little light from a single overhead lantern which mainly lights a wooden
bench where the serving girls and cooks take their meals.
[ obvious exits: N E D ]
A short man stands here, nervously eyeing everything in sight.
An artifact collector stands here, searching specific items.
Garrosh has arrived from below.
* S HP:Healthy SP:Strong MV:Tiring > n
Common Room of the Dancing Cartman
In spite of the disarray of tables and chairs which fill the common room
of the Dancing Cartman, the focus of the room is clearly the small stage
against the east wall rather than the bar itself. The festive colors of
the outside walls are lost here, giving way to dim lantern light and
the confused mix of wood and dirt which compose the floor, while serving
girls dash in and out of the kitchen to the south.
[ obvious exits: N E S U ]
A man stands with his back to the wall, gold tooth glinting.
Jak, the innkeeper's guard, is keeping an eye on things here.
Strom, the innkeeper's guard, is watching out for trouble here.
Saml Hake, the innkeeper of the Dancing Cartman, is here.
Garrosh has arrived from the south.
Morfran has arrived from the south.
* S HP:Healthy SP:Strong MV:Tiring > 11
A Dusty Road Through Four Kings
Though perhaps a slightly disreputable part of town, the road still sees
plenty of use here, running towards Caemlyn to the east and into the
heart of Four Kings to the west. A fanciful facade rises above the north
side of the road, proclaimed as the Lord's Companion, the meaning of
which is displayed by the women who call from the upstairs windows at all
hours of the day.
[ obvious exits: N E S W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
Garrosh has arrived from the south.
* S HP:Healthy SP:Strong MV:Tiring > [k h.human]
They aren't here.
* S HP:Healthy SP:Strong MV:Tiring >
Garrosh tries to pound *Sidar*, but he deflects the blow.
* S HP:Healthy SP:Strong MV:Tiring > mar crait
Arglebargle, glop-glyf!?!
* S HP:Healthy SP:Strong MV:Tiring > 11
[k h.human]
You try to strike *Sidar*, but he dodges the attack.
* S HP:Healthy SP:Strong MV:Tiring - Garrosh: Healthy - Sidar: Critical >
*Sidar* panics, and attempts to flee!
channel 'flame strike' h.human
You begin to weave the appropriate flows...h: Healthy - Sidar: Critical >
Garrosh tries to pound *Sidar*, but he parries successfully.
+
Morfran has arrived from the south.
*
*Sidar* leaves east.
Garrosh tries to pound *Sidar*, but he deflects the blow.
*
*Sidar* barely stabs Garrosh's head.
Garrosh tries to pound *Sidar*, but he deflects the blow.
+
Morfran crushes *Sidar*'s right leg into bloody fragments!
*Sidar* panics, and attempts to flee!
=
Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Streaks of Fire burn through *Sidar*, leaving only a blackened corpse.
*Sidar* is dead! R.I.P.
Your blood freezes as you hear *Sidar*'s death cry.