Ouch! That really did HURT!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Fermin
Posts: 190
Joined: Sat Sep 10, 2016 12:16 pm

Re: Ouch! That really did HURT!

Post by Fermin » Thu Sep 12, 2019 9:53 pm

A path leads out of the mountain, venturing into a morass of mud and
rotting vegetation. Along the eastern side of the trail lies a murky
pool of thick black slime. Interspaced along the ground are puddles of
the black slime, bubbling ominously.
[ obvious exits: N S W ]
Byrg is standing here.
Sazi is standing here, riding a shadow stallion.

* S HP:Scratched MV:Weary > [hide ]
You attempt to hide yourself.

[backstab h.sazi] eary >
You silently approach your victim...


Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Scratched MV:Weary - Sazi: Healthy >
Sazi tries to stab you, but you parry successfully.

* S HP:Scratched MV:Weary - Sazi: Healthy >
The area near Sazi grows colder as all of the heat is leeched from it.

* S HP:Scratched MV:Weary - Sazi: Healthy >
Byrg tries to blast you, but you parry successfully.

* S HP:Scratched MV:Weary - Sazi: Healthy > f

Byrg sends you sprawling with a powerful bash!

* S HP:Scratched MV:Winded - Sazi: Healthy >
Byrg blasts your right hand into bloody fragments!

* S HP:Hurt MV:Winded - Sazi: Healthy >
Arrrgggh!!! Your body is on FIRE! You have precious few moments to save your sorry life!

Saif
Posts: 91
Joined: Mon Jul 20, 2015 11:53 am

Re: Ouch! That really did HURT!

Post by Saif » Fri Sep 13, 2019 9:14 am

Bleh stupid autowimpy flees failing on Fong

The Entrance to the Great Hall
[ obvious exits: E W ]
A sleek trolloc blends into the background.
[k fong]
They aren't here.

* HP:Battered MV:Tiring > [k fong]
They aren't here.

* HP:Battered MV:Tiring > [k fong]
They aren't here.

* HP:Battered MV:Tiring >
A Dha'vol trolloc has arrived from the west.
A huge darkhound has arrived from the west.

w
q
* HP:Battered MV:Tiring > q

*Fong* has arrived from the west.

* HP:Battered MV:Tiring > *Fong* tries to pound you, but you deflect the blow.
No way! You're fighting for your life!

* HP:Battered MV:Tiring - Fong: Critical > [k fong]
You do the best you can!

* HP:Battered MV:Tiring - Fong: Critical > [k fong]
You do the best you can!

* HP:Battered MV:Tiring - Fong: Critical >
You scythe *Fong*'s right arm hard.
*Fong* panics, and attempts to flee!<-- great wimpy on an abser, I'll flee and catch him then
A huge darkhound joins Fong's fight!
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A Dha'vol trolloc joins a huge darkhound's fight!
A forest trolloc joins a huge darkhound's fight!
*Fong* pounds your body hard.

* HP:Battered MV:Tiring - Fong: Critical > c4
[cha wimpy 100]
You will now flee if you go below 100 hit points.

* HP:Battered MV:Tiring - Fong: Critical >
The dreadguard has arrived from the east.

* HP:Battered MV:Tiring - Fong: Critical > l
f
The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
The dreadguard is here, fighting YOU!
*Fong* is here, fighting YOU!
A huge darkhound is here, fighting YOU!
A Dha'vol trolloc is here, fighting YOU!
A forest trolloc is here, fighting YOU!

n
ng - Fong: Critical >
The dreadguard tries to crush you, but you parry successfully.
The dreadguard's hands weave a bright red flame...
Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
Your body is burned by a tremendous fireball sent by the dreadguard!
A forest trolloc tickles your left leg with his hit.
You wish that your wounds would stop BLEEDING so much!

A Dha'vol trolloc tries to cleave you, but you deflect the blow.
A huge darkhound tries to hit you, but you deflect the blow.
A wolfish trolloc has arrived from the west.


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


The dreadguard's hands weave a bright red flame...
A flash of bright red fire sent by the dreadguard is the last thing you ever see.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Light

Jestin
Posts: 183
Joined: Mon Jul 10, 2017 11:15 am

Re: Ouch! That really did HURT!

Post by Jestin » Fri Sep 13, 2019 9:20 am

Oh Wotmud. Such great potential to be a great game but destroyed by players with shitty attitudes.

Kryyg
Posts: 159
Joined: Mon Jul 03, 2017 9:52 am

Re: Ouch! That really did HURT!

Post by Kryyg » Fri Sep 13, 2019 9:31 am

Why do people choose to become dreadlords then soon after end up doing lame stuff.

Xafelar did it, Bryan was always dung, Cenae, and now Sazi. Sad face. Persevere my friend!!!

FONGLEE
Posts: 59
Joined: Wed Jul 05, 2017 7:12 pm

Re: Ouch! That really did HURT!

Post by FONGLEE » Fri Sep 13, 2019 10:10 am

Kudos to Saif!!!

The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
Trill Killa is resting here.
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.

You were rented for 0.76 days. Since you went linkless and/or idled out, you are charged double.
Your last allowance of per day covers all charges.

SPECIAL FEATURE! Today's XP multiplier is 3. Enjoy!

o HP:Healthy MV:Fresh >

You are hungry.
You are thirsty.

o HP:Healthy MV:Fresh >

Trill looks at you.

o HP:Healthy MV:Fresh >

Trill says 'USELESS!'

o HP:Healthy MV:Fresh >

You are hungry.
You are thirsty.

o HP:Healthy MV:Fresh >
NAR SUP
Ok.

o HP:Healthy MV:Fresh >

Trill says 'I am gonna go kill brigands'

o HP:Healthy MV:Fresh >
nar uno segundo

Trill says 'whore'

o HP:Healthy MV:Fresh >
Ok.

o HP:Healthy MV:Fresh >
eq
You are using:
<worn on head> a full metal helmet and visor
<worn around neck> a thin, black chain
<worn on body> a burnished metal breastplate
<slung on back> a backpack
<worn on arms> a pair of ebony-steel plate vambraces
<worn on hands> a pair of heavy metal gauntlets
<wielded two-handed> a silver-banded war mallet
<worn about waist> a brightly-colored sash
<worn on belt> a belt hook
<worn on legs> a pair of ebony-steel plate greaves
<worn on feet> a pair of thick metal boots

o HP:Healthy MV:Fresh >
fol trill
You now follow Trill.

o HP:Healthy MV:Fresh >

You are now a member of Trill's group.

o HP:Healthy MV:Fresh >

Trill stops resting, and clambers on his feet.

alias pk kill trooper

And we’re off!!! Going to check the trooper monies load. But HARK!!!

Trill says 'faint'

1
* HP:Scratched MV:Tiring > [change wimpy 0]
You won't flee from any fight now.
Trill narrates 'go alln gap'

1
* HP:Scratched MV:Tiring > [kill human]
They aren't here.

1
* HP:Scratched MV:Tiring > [kill human]
They aren't here.

* HP:Scratched MV:Tiring > [kill human]
They aren't here.

* HP:Scratched MV:Tiring >
ws
[rem club]
You stop using a silver-banded war mallet.

* HP:Scratched MV:Tiring >

Trill narrates 'til I call'

* HP:Scratched MV:Tiring >
draw flail
You loosen a dark, barbed flail from a belt hook and uncoil it.

* HP:Scratched MV:Tiring >
l
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is sweet and damp,
and you struggle to avoid gagging. The sudden snap of a broken branch can
often be heard, and you struggle vainly to see the origins of these
unnerving sounds. It would not take much more than a smouldering cinder to
set off a massive forest fire in the surrounding area.
[ obvious exits: N S W ]
Trill Killa is standing here.

* HP:Scratched MV:Tiring >
You follow Trill.

The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you. Far off to the distant north you can see the Mountains
of Dhoom.
[ obvious exits: N E S W ]
Trill Killa is standing here.

* HP:Scratched MV:Tiring >

Trill says '1n'

* HP:Scratched MV:Tiring >
scan n
Your eyesight is not so keen.
You follow Trill.


The day has begun.
Your heartbeat calms down more as you feel less panicked. <————— Not really paying attention. Doing Poetry and Oratory.

You are hungry.
You are thirsty.

* HP:Scratched MV:Tiring >
n
Alas, you cannot go that way...

* HP:Scratched MV:Tiring >
l
The Blight
The ground is slightly depressed here, and the rotting forest seems to
suddenly spring up around you. Several exceptionally large trees grow here,
barks broken with thick black sap oozing out. The forest seems rife with
movement. The gaps through the trees provide good views of the blight.
[ obvious exits: S ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Scratched MV:Tiring >

Trill narrates 'all s downer'

* HP:Scratched MV:Tiring >

Trill narrates 'com'

* HP:Scratched MV:Tiring >

Trill narrates 'fong?' <————————— Snicker

* HP:Scratched MV:Tiring >
l
s


We chase Isabel around some end up fighting well. I finally notice Im hungry and thirsty. Not paying attention. Just spamming.

By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
Trill Killa is standing here.
*Isabel* is standing here, riding a battle-trained Shienaran warlander.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* HP:Wounded MV:Haggard >

*Isabel* pounds your right hand.
Trill tickles *Isabel*'s head with his pierce.

* HP:Wounded MV:Haggard - Isabel: Wounded >
nar dung moves

Trill tickles *Isabel*'s left hand with his pierce.
The ancient tree tries to hit Trill, but he parries successfully.
The ancient tree joins the ancient tree's fight!
You pound *Isabel*'s body.
*Isabel* pounds your head.

p
* HP:Wounded MV:Haggard - Isabel: Wounded >
Ok.

1
* HP:Wounded MV:Haggard - Isabel: Wounded > [where ]
Players in your Zone
--------------------
Fong - By the Deserted Well
Trill - By the Deserted Well
You catch a faint scent of a horse nearby.

-=
+
Trill narrates 'she bat'

*
*+
The ancient tree tries to hit Trill, but he parries successfully.
The ancient tree tries to hit Trill, but he deflects the blow.
*Isabel* tries to pound Trill, but he parries successfully.
Trill barely tickles *Isabel*'s body with his pierce.

=
*Isabel* panics, and attempts to flee!

-
Trill panics, and attempts to flee!


-=
Your bash at *Isabel* sends her sprawling!

* HP:Wounded MV:Haggard - Trill: Wounded - Isabel: Battered >

Trill leaves north.

* HP:Wounded MV:Haggard - Isabel: Battered >

You pound *Isabel*'s head hard.
The ancient tree tries to hit Trill, but he dodges the attack.
The ancient tree joins the ancient tree's fight!

* HP:Wounded MV:Haggard - Isabel: Battered >

*Isabel* panics, and attempts to flee!

* HP:Wounded MV:Haggard - Isabel: Battered >

Trill pierces the ancient tree's trunk hard.

* HP:Wounded MV:Haggard - Isabel: Battered >

Trill panics, and attempts to flee!

* HP:Wounded MV:Haggard - Isabel: Battered >

*Isabel* leaves south riding a battle-trained Shienaran warlander.


Spam spam spam


Trill narrates 'gap'


Trill says 'fol self'

* HP:Wounded MV:Haggard >
fol self
You stop following Trill.

* HP:Wounded MV:Haggard >

A shrill piercing scream reverberates through the area.
Your heartbeat calms down more as you feel less panicked.

You are hungry. <——— So needy.

* HP:Wounded MV:Haggard >
p
1
[where ]
Players in your Zone
--------------------
Trill - The Blight
Fong - The Blight


*Saif* has arrived from the south, riding a black and ivory stallion. <——— Lol Eeeek.

* HP:Wounded MV:Haggard >
*Saif* leaves west riding a black and ivory stallion.

* HP:Wounded MV:Haggard >

1
[kill human]
They aren't here.

* HP:Wounded MV:Haggard > [kill human]
They aren't here.

* HP:Wounded MV:Haggard > [kill human]
They aren't here.

* HP:Wounded MV:Haggard >
nar saif
Ok.

* HP:Wounded MV:Haggard >
lip
[look in pack]
backpack (used) :
a piece of sandstone
a thin vial of yellow fluid <—————— Giggity!!!
a bubbling draught

* HP:Wounded MV:Haggard >
lip
[look in pack]
backpack (used) :
a piece of sandstone
a thin vial of yellow fluid
a bubbling draught

* HP:Wounded MV:Haggard >
l
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Wounded MV:Haggard >
Trill narrates 'on 1u'

w
w
* HP:Wounded MV:Haggard >
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* HP:Wounded MV:Haggard > By the Apple Trees
In this part of the orchard some trees grow. Five large apple trees with
green, lush apples stand tall right next to the small stone wall that
separates the monastery from the forest. On the ground there are a few
rotten apples. The orchard goes on to the east and south, and to the west
the stone wall has fallen over, opening a small exit out into the forest.
[ obvious exits: E S W ]
A juicy looking apple has fallen to the ground. [5]

* HP:Wounded MV:Haggard >
get all
You get an apple.
You get an apple.
You get an apple.
You get an apple.
You get an apple.

* HP:Wounded MV:Haggard >

Trill narrates 'im of'

* HP:Wounded MV:Haggard >
eat apple
eat apple
eat apple
You eat the apple.

* HP:Wounded MV:Haggard > You eat the apple.

* HP:Wounded MV:Haggard >
You eat the apple.

* HP:Wounded MV:Haggard >
eat apple
You eat the apple.

* HP:Wounded MV:Haggard >

Trill narrates 'rim ent'

eat apple
* HP:Wounded MV:Haggard >
You eat the apple.

* HP:Wounded MV:Haggard >
e
In a Dying Orchard
This orchard reeks of the blighted land to the east, and is laden with
thorny brambles and dying trees. The grass is unusually high and sharp,
with some nettles spread out in it. To the west there seems to be a couple
of apple trees that yet cling to life.
[ obvious exits: E S W ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* HP:Wounded MV:Haggard >

*Saif* has arrived from the west, riding a black and ivory stallion.

* HP:Wounded MV:Haggard >
*Saif* leaves east riding a black and ivory stallion.

e
* HP:Wounded MV:Haggard >
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
*Saif* is here, fighting Trill, riding a black and ivory stallion.
Trill Killa is here, fighting Saif.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Wounded MV:Haggard >

*Saif* tries to scythe Trill, but he parries successfully.
The blighted tree tries to hit Saif, but he deflects the blow.
The blighted tree joins the blighted tree's fight!
Trill tries to pierce *Saif*, but he deflects the blow.

1
* HP:Wounded MV:Haggard >
1
1
[kill human]
You try to pound *Saif*, but he parries successfully.

* HP:Wounded MV:Haggard - Trill: Battered - Saif: Scratched > [kill human]
You do the best you can!

* HP:Wounded MV:Haggard - Trill: Battered - Saif: Scratched > [kill human]
You do the best you can!

* HP:Wounded MV:Haggard - Trill: Battered - Saif: Scratched >
Trill narrates 'on ent'

b
* HP:Wounded MV:Haggard - Trill: Battered - Saif: Scratched >

Trill tickles *Saif*'s head with his pierce.

* HP:Wounded MV:Haggard - Trill: Battered - Saif: Scratched > [bash ]


-
=+
*
The blighted tree tries to hit Saif, but he deflects the blow.
The blighted tree tries to hit Saif, but he dodges the attack.
Trill pierces *Saif*'s body.
Trill narrates 'saif'

*
+
*Saif* sends Trill sprawling with a powerful bash!

=
-
-=
As *Saif* avoids your bash, you topple over and fall to the ground!

* HP:Wounded MV:Haggard >

The blighted tree tries to hit Saif, but he dodges the attack.
The blighted tree tries to hit Saif, but he deflects the blow.
*Saif* scythes Trill's body into bloody fragments!

* HP:Wounded MV:Haggard >
stand
1
1
1
b
A shrill piercing scream reverberates through the area.
You stand up.

* HP:Wounded MV:Haggard > [kill human]
You try to pound *Saif*, but he deflects the blow.

* HP:Wounded MV:Haggard - Trill: Beaten - Saif: Scratched > [kill human]
You do the best you can!

* HP:Wounded MV:Haggard - Trill: Beaten - Saif: Scratched > [kill human]
You do the best you can!

* HP:Wounded MV:Haggard - Trill: Beaten - Saif: Scratched >
You pound *Saif*'s right arm.
The blighted tree tries to hit Saif, but he dodges the attack.
Saif swiftly dodges the blighted tree's attempt to hit him.
*Saif* scythes Trill's left arm into bloody fragments!
[bash ]


-=
+
Trill panics, and attempts to flee!

*
*+
=-
-
The blighted tree tries to hit Saif, but he parries successfully.
Saif swiftly dodges the blighted tree's attempt to hit him.
*Isabel* has arrived from the south, riding a battle-trained Shienaran warlander.
A seasoned Shienaran soldier has arrived from the south.

=
Your bash at *Saif* sends him sprawling!
*Isabel* pounds your right hand hard.
Trill leaves east.

* HP:Wounded MV:Haggard - Saif: Scratched >

*Isabel* gives a seasoned Shienaran soldier an order.
A seasoned Shienaran soldier joins Isabel's fight!

* HP:Wounded MV:Haggard - Saif: Scratched >

A seasoned Shienaran soldier barely slashes your left leg.
You try to pound *Saif*, but he parries successfully.
The blighted tree tries to hit Saif, but he deflects the blow.
The blighted tree tries to hit Saif, but he deflects the blow.

* HP:Wounded MV:Haggard - Saif: Scratched >
nar go in
Ok.

* HP:Wounded MV:Haggard - Saif: Scratched >

*Isabel* sends you sprawling with a powerful bash! <——— Cackle!!! You shall peel my banana!!!

0
* HP:Wounded MV:Haggard - Saif: Scratched >
f

Trill narrates 'im off'

* HP:Wounded MV:Haggard - Saif: Scratched >

A seasoned Shienaran soldier tickles your body with his slash.
*Saif* scythes your right arm very hard.
*Isabel* pounds your body very hard.
The blighted tree tries to hit Saif, but he parries successfully.
The blighted tree tries to hit Saif, but he deflects the blow.
Your heartbeat calms down more as you feel less panicked.
*Isabel* now follows *Saif*.
Trill narrates 'downer'

* HP:Battered MV:Weary - Saif: Scratched >

A seasoned Shienaran soldier barely slashes your body.
*Saif* scythes your body hard.
*Isabel* pounds your body hard.
Saif swiftly dodges the blighted tree's attempt to hit him.
Saif swiftly dodges the blighted tree's attempt to hit him.
*Isabel* is now a member of *Saif*'s group.
A crow is now a member of *Saif*'s group.
A raven is now a member of *Saif*'s group.

* HP:Battered MV:Weary - Saif: Scratched >
quaff vial <——————— LOL I am so lost. It’s in the pack. I am not paying attention, my students are crowding my desk.
0
[change mood wimpy]
Mood changed to: Wimpy

f
* HP:Battered MV:Weary - Saif: Scratched >
You panic and attempt to flee!

n
A seasoned Shienaran soldier barely slashes your body.
*Saif* scythes your body hard.
You try to pound *Saif*, but he parries successfully.
The blighted tree tries to hit Saif, but he parries successfully.
The blighted tree tries to hit Saif, but he parries successfully.
You flee head over heels.
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
You do not have that item.

n
* HP:Battered MV:Weary > [change mood wimpy]
Mood changed to: Wimpy

n
n
* HP:Battered MV:Weary > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]

* HP:Battered MV:Weary > 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 ]
The blight bear stands on its haunches, roaring madly.

* HP:Battered MV:Haggard > 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 ]
Trill Killa is standing here.
A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Battered MV:Haggard >
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 ]
A huge darkhound is here, drooling and snarling.

* HP:Battered MV:Haggard > The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.

* HP:Battered MV:Haggard >
1
1
1
[kill human]
They aren't here.

s
1
* HP:Battered MV:Haggard > [kill human]
They aren't here.

* HP:Battered MV:Haggard > [kill human]
They aren't here.

* HP:Battered MV:Haggard > 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 ]
A huge darkhound is here, drooling and snarling.

* HP:Battered MV:Haggard > A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
[kill human]
They aren't here.

* HP:Battered MV:Haggard >
1
1
s
1
[kill human]
They aren't here.

1
* HP:Battered MV:Haggard > [kill human]
They aren't here.

1
* HP:Battered MV:Haggard >
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 ]
*Saif* is standing here, riding a black and ivory stallion.
Trill Killa is standing here.
A trolloc is here ruling a group of trollocs.
A huge trolloc marked with a whirlwind snorts here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Battered MV:Haggard >
[kill human]
You try to pound *Saif*, but he deflects the blow.

1
* HP:Battered MV:Haggard - Saif: Scratched >
1
1
[kill human]
You do the best you can!
Trill barely pierces *Saif*'s head.

b
* HP:Battered MV:Haggard - Saif: Scratched > [kill human]
You do the best you can!

* HP:Battered MV:Haggard - Saif: Scratched > [kill human]
You do the best you can!

* HP:Battered MV:Haggard - Saif: Scratched > [kill human]
You do the best you can!

* HP:Battered MV:Haggard - Saif: Scratched > [kill human]
You do the best you can!

* HP:Battered MV:Haggard - Saif: Scratched >

Trill narrates 'ros'

* HP:Battered MV:Haggard - Saif: Scratched > [bash ]


Trill panics, and attempts to flee!

-
=+
*
*
Trill leaves south.

+
*Saif* sends you sprawling with a powerful bash!

* HP:Battered MV:Haggard - Saif: Scratched >
quaff vial

*Saif* scythes your body very hard.
A Dhai'mon trolloc tries to crush Saif, but he deflects the blow.
An Ahf'frait trolloc joins a Dhai'mon trolloc's fight!
The blighted tree tries to hit Saif, but he dodges the attack.
The blighted tree joins the blighted tree's fight!
The blighted tree joins the blighted tree's fight!

* HP:Beaten MV:Haggard - Saif: Scratched >

Trill tries to pierce *Saif*, but he parries successfully.

* HP:Beaten MV:Haggard - Saif: Scratched >
Trill tickles *Saif*'s left leg with his pierce.

* HP:Beaten MV:Haggard - Saif: Scratched >

Trill tickles *Saif*'s right leg with his pierce.
The blighted tree tries to hit Saif, but he deflects the blow.
The blighted tree tries to hit Saif, but he dodges the attack.
The blighted tree tries to hit Saif, but he deflects the blow.
An Ahf'frait trolloc tries to cleave Saif, but he deflects the blow.
A Dhai'mon trolloc barely crushes Saif's body.
*Saif* scythes your body hard.

* HP:Beaten MV:Haggard - Saif: Hurt >

Trill panics, and attempts to flee!

* HP:Beaten MV:Haggard - Saif: Hurt > You do not have that item.

* HP:Beaten MV:Haggard - Saif: Hurt >
0

Trill leaves down.

f
n
n
* HP:Beaten MV:Haggard - Saif: Hurt > [change mood wimpy]
Mood changed to: Wimpy

n
* HP:Beaten MV:Haggard - Saif: Hurt >
The blighted tree tries to hit Saif, but he deflects the blow.
The blighted tree tries to hit Saif, but he parries successfully.
The blighted tree tries to hit Saif, but he deflects the blow.
An Ahf'frait trolloc tries to cleave Saif, but he deflects the blow.
A Dhai'mon trolloc tries to crush Saif, but he deflects the blow.
You try to pound *Saif*, but he deflects the blow.
You panic and attempt to flee!


Trill has arrived from below.

You flee head over heels.
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 ]
An enormous blight worm towers above you, making an eerie shrill scream.
A huge darkhound is here, drooling and snarling.
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.

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

* HP:Beaten MV:Haggard > Alas, you cannot go that way... <———— Panicking. hamster freezes on the wheel in my cranium!!!

e
* HP:Beaten MV:Haggard >
e
n
The Blight
The Blight winds about you in a horrid display of vivid color. Foul blacks and
reds stain leaves which were never meant to display such shades. Every plant
and creeper seems bloated and ready to burst apart. Broken trees leak a thick
black sap, which you wisely avoid touching.
[ obvious exits: E W ]
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.

* HP:Beaten MV:Haggard > The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]
A spider-legged beast is here, most of it teeth.
A huge trolloc marked with a whirlwind snorts here.
The blight bear stands on its haunches, roaring madly.

* HP:Beaten MV:Haggard >
The Blight
The terrain here is a bright swirl of colors, yet none of them are very
pleasant to look at. Red and black leaves swirl in the trees, and the ground is
a sickly pale yellow. Wherever a branch lies broken, a thick black sap is
flowing out. Branches in the trees stir violently, yet there is no wind.
[ obvious exits: S W ]
A trolloc is here, exhorting a group of trolloc raiders.
A spider-legged beast is here, most of it teeth.
A huge trolloc marked with a whirlwind snorts here.

* HP:Beaten MV:Haggard >
w
n
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.

n
w
* HP:Beaten MV:Haggard >
n
The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]

* HP:Beaten MV:Haggard > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, 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.
[ obvious exits: N S W ]
A trolloc is here, exhorting a group of trolloc raiders.

e
e
* HP:Beaten MV:Haggard >
e
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]

* HP:Beaten MV:Haggard > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
A huge darkhound is here, drooling and snarling.

e
* HP:Beaten MV:Haggard > You are too exhausted.

* HP:Beaten MV:Haggard > You are too exhausted.

* HP:Beaten MV:Haggard > You are too exhausted.

* HP:Beaten MV:Haggard > You are too exhausted.

* HP:Beaten MV:Haggard >
get vial from pack
You get a thin vial of yellow fluid from a backpack. <———— Hamster starts up again.

* HP:Beaten MV:Haggard >

Trill narrates 'downer'

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

p
* HP:Beaten MV:Weary >
[where ]
Players in your Zone
--------------------
Fong - The Blight
Trill - The Blight
You catch the scent of horses nearby.

* HP:Beaten MV:Weary >

A shrill piercing scream reverberates through the area.

* HP:Beaten MV:Weary >
nar beat hagged bud
Ok.

* HP:Beaten MV:Weary >
Trill narrates 'u leave?'

p
* HP:Beaten MV:Weary >
A shrill piercing scream reverberates through the area.

* HP:Beaten MV:Weary > [where ]
Players in your Zone
--------------------
Trill - The Blight
Fong - The Blight
You catch the scent of horses nearby.

l
* HP:Beaten MV:Weary >
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
A huge darkhound is here, drooling and snarling.

* HP:Beaten MV:Weary >
nar little n
Ok.

* HP:Beaten MV:Weary >
p
[where ]
Players in your Zone
--------------------
Trill - The Blight
Rabbid - The Blight
Fong - The Blight
You catch the scent of horses nearby.
*Saif* has arrived from the south, riding a black and ivory stallion.

1
1
* HP:Beaten MV:Weary >
A black and ivory stallion seems too exhausted to obey *Saif*'s commands.

1
* HP:Beaten MV:Weary >
A black and ivory stallion seems too exhausted to obey *Saif*'s commands.
Trill narrates 'go in' <——— So bossy!!!

1
* HP:Beaten MV:Weary >
[kill human]
You try to pound *Saif*, but he parries successfully.

* HP:Beaten MV:Weary - Saif: Hurt > [kill human]
You do the best you can!

* HP:Beaten MV:Weary - Saif: Hurt > [kill human]
You do the best you can!

b
* HP:Beaten MV:Weary - Saif: Hurt >
[kill human]
You do the best you can!

* HP:Beaten MV:Weary - Saif: Hurt >
[bash ]

-
=
A shrill piercing scream reverberates through the area.
A huge darkhound joins your fight! <——— Give this dawg a beer!!!

+
*
*Saif* glares around him.

*
A huge darkhound tickles Saif's right leg with its hit.
*Saif* scythes your head.

+
=-
*Saif* pats a black and ivory stallion on his head.


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

* HP:Beaten MV:Winded - Saif: Hurt >

A huge darkhound barely hits Saif's head.
You pound *Saif*'s head hard.

* HP:Beaten MV:Winded - Saif: Hurt >
Trill narrates 'im 1n elbow'

* HP:Beaten MV:Winded - Saif: Hurt >
nar bshwd
Ok.

* HP:Beaten MV:Winded - Saif: Hurt >

A huge darkhound barely hits Saif's left arm.
You pound *Saif*'s left leg hard.

* HP:Beaten MV:Winded - Saif: Wounded >
b
A huge darkhound tries to hit Saif, but he deflects the blow.
You try to pound *Saif*, but he parries successfully.
Your heartbeat calms down more as you feel less panicked.
[bash ]


-=
+*
*
*Saif* sends you sprawling with a powerful bash!

* HP:Beaten MV:Tiring - Saif: Hurt >
Trill narrates 'man u leave and dont narr'

* HP:Beaten MV:Tiring - Saif: Hurt >

A huge darkhound tries to hit Saif, but he parries successfully.
*Saif* scythes your body very hard.

* HP:Beaten MV:Tiring - Saif: Hurt >

A huge darkhound tries to hit Saif, but he parries successfully.
*Saif* scythes your left leg hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Tiring - Saif: Hurt >
0
f
[change mood wimpy]
Mood changed to: Wimpy

n
* HP:Beaten MV:Tiring - Saif: Hurt >
n
You panic and attempt to flee!


A huge darkhound tickles Saif's body with its hit.

w
You flee head over heels.
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A spider-legged beast is here, most of it teeth.
The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]

w
* HP:Beaten MV:Tiring > The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]

n
* HP:Beaten MV:Tiring >
The Blight
The ground is fairly rocky here, as the Mountains of Dhoom grow closer. A huge
jagged boulder sprouts up from the soil here, preventing any further travel to
the north. The sickly growths of the Blight surround you.
[ obvious exits: E W ]

* HP:Beaten MV:Tiring > The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]

o HP:Beaten MV:Tiring > A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]

* HP:Beaten MV:Tiring >
w
n
An Overgrown Path
This appears to be a trail, overgrown from years of disuse. The grass and brush
which had covered the path are now dead and brittle. The brush gets thicker to
the west, and tall, dark trees loom in the distance. The path continues to the
east, amidst a stunted swarm of rotting, oozing vegetation. The air takes on a
definite tinge of decay and death.
[ obvious exits: E W ]
You smell something remniscent of death as you enter this place. <—— Lost my bearings. But poly saved my life if Saif was tracking.

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

* HP:Beaten MV:Tiring >
p
[where ]
Players in your Zone
--------------------
Fong - An Overgrown Path

e
e
* HP:Beaten MV:Tiring >
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
The smell of death fades as you move further...

* HP:Beaten MV:Tiring > Alas, you cannot go that way...
*Saif* has arrived from the south, riding a black and ivory stallion.

* HP:Beaten MV:Tiring >
*Saif* scythes your body hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Tiring - Saif: Wounded >
s
s
No way! You're fighting for your life!

f
* HP:Beaten MV:Tiring - Saif: Wounded > No way! You're fighting for your life!

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

e
e
e

*Saif* scythes your right arm.
You wish that your wounds would stop BLEEDING so much!


e
You flee head over heels.
The Blight
The sickly forest of the Blight is sparse here but thickens to the south,
although a blighted path is visible amidst the rot. The ground is very rocky
now, and the Mountains of Dhoom tower before of you. Further northward travel
is prevented from the impassible terrain that comprise the base of the
mountains. The mountains range as far as you can see both to the east and west.
[ obvious exits: E S ]
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
*Saif* is standing here, riding a black and ivory stallion.
*Saif* scythes your body very hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical MV:Tiring - Saif: Wounded > No way! You're fighting for your life! <—— Dios mio!!!
Trill narrates 'im crit im going in'

* HP:Critical MV:Tiring - Saif: Wounded > No way! You're fighting for your life!

* HP:Critical MV:Tiring - Saif: Wounded > No way! You're fighting for your life!

* HP:Critical MV:Tiring - Saif: Wounded > No way! You're fighting for your life!

* HP:Critical MV:Tiring - Saif: Wounded > A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
No way! You're fighting for your life!

f
* HP:Critical MV:Tiring - Saif: Wounded >
s
s
e
You panic and attempt to flee!

e

*Saif* scythes your body hard.
You wish that your wounds would stop BLEEDING so much!


e
You flee head over heels.
The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]
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. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]

* HP:Critical MV:Tiring >
The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]
*Isabel* is here, fighting a huge darkhound, riding a battle-trained Shienaran warlander.
A huge darkhound is here, fighting Isabel. <——— Give the DAWG a BEER!!!
*Isabel* panics, and attempts to flee!

* HP:Critical MV:Tiring > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
A spider-legged beast is here, most of it teeth.

* HP:Critical MV:Tiring > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Critical MV:Tiring > Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]

e
* HP:Critical MV:Tiring >
e
e
e
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]

n
* HP:Critical MV:Tiring > The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

n
n
* HP:Critical MV:Tiring > Alas, you cannot go that way...

n
n
* HP:Critical MV:Tiring > Alas, you cannot go that way...

n
* HP:Critical MV:Tiring > The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A young trolloc is here, growling with a deep bloodlust.

n
* HP:Critical MV:Tiring > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
A young trolloc is here, growling with a deep bloodlust.
A trolloc is here, exhorting a group of trolloc raiders.

* HP:Critical MV:Tiring > The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
A trolloc is here ruling a group of trollocs.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* HP:Critical MV:Winded > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]

* HP:Critical MV:Winded > Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]

e
* HP:Critical MV:Winded > Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]

e
e
* HP:Critical MV:Winded > Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]

e
* HP:Critical MV:Winded > A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]

e
e
* HP:Critical MV:Winded > Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]

* HP:Critical MV:Winded > Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]

e
* HP:Critical MV:Winded > Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]

e
e
o HP:Critical MV:Winded > The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]

o HP:Critical MV:Winded > In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
An iron lantern hangs from the wall above the gate.

* HP:Critical MV:Winded >
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
A burly trolloc stands here, eyeing the surroundings.
Rabbid the Trolloc is standing here.
A wolfish trolloc is here, howling for blood.
A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.

* HP:Critical MV:Winded > Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Trill Killa is standing here. <——— My fren!!!
A trolloc is here commanding a fist of troops.

* HP:Critical MV:Winded > The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooved trolloc anxiously stamps its feet.

* HP:Critical MV:Winded >
e
e
e
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
A trolloc is here commanding a fist of troops.

e
e
* HP:Critical MV:Winded > The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
A huge darkhound is here, drooling and snarling.
An artifact collector stands here, searching specific items.

e
* HP:Critical MV:Winded > The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
A sleek trolloc blends into the background.
A wolfish trolloc is here, howling for blood.

o HP:Critical MV:Winded > In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]

o HP:Critical MV:Winded > The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
A grim-eyed man patrols the area for his Dark Lord.

o HP:Critical MV:Winded > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.

o HP:Critical MV:Winded >
nar in crit
Ok.

p
o HP:Critical MV:Winded >
1
[where ]
Players in your Zone
--------------------
Fong - The Eastern Wing of the Great Hall
Trill - The Well
Rabbid - The Gatekeep
You catch a faint scent of a horse nearby.

1
1
o HP:Critical MV:Winded >
1
[kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

9
o HP:Critical MV:Winded >
1
[change mood brave]
Mood changed to: Brave

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

8
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded >
1
[change mood berserk]
Mood changed to: Berserk <——— Fuxs it!!!

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded >
1
[kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

score
o HP:Critical MV:Winded > [kill human]
They aren't here.

p
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > You have 40(412) hit and 99(208) movement points.
You have scored 103559891 experience points and 661 quest points.
You need 4940109 exp to level and 339 qp to rank.
You have amassed 24 Turn points to date.
You have played 126 days and 2 hours (real time).
This ranks you as Fong the Rabid Hunter [Ghar'ghael 6] (Level 50).
You are standing.

o HP:Critical MV:Winded > [where ]
Players in your Zone
--------------------
Fong - The Eastern Wing of the Great Hall
Trill - The Well
Rabbid - The Gatekeep
You catch a faint scent of a horse nearby.

1
o HP:Critical MV:Winded >
1
1
[kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded >
1
1
[kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded >
1
1
[kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded >
1
1
1
[kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

1
o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded > [kill human]
They aren't here.

o HP:Critical MV:Winded >
1
1
[kill human]
They aren't here.
Trill narrates 'well'

1
1
o HP:Critical MV:Tiring > [kill human]
They aren't here.

1
o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring >
1
1
1
[kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

p
o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring >
1
[where ]
Players in your Zone
--------------------
Trill - The Courtyard
Rabbid - The Well
Fong - The Eastern Wing of the Great Hall
You catch a faint scent of a horse nearby.

1
1
o HP:Critical MV:Tiring > [kill human]
They aren't here.

1
o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

p
o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring >
[where ]
Players in your Zone
--------------------
Trill - The Courtyard
Rabbid - The Well
Fong - The Eastern Wing of the Great Hall
You catch a faint scent of a horse nearby.

o HP:Critical MV:Tiring >
1
1
1
[kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring > [kill human]
They aren't here.

o HP:Critical MV:Tiring >
9
Your extra burst of stamina fades.
Your heartbeat calms down more as you feel less panicked.
[change mood brave]
You try to calm down, but can't.

9
o HP:Critical MV:Tiring > [change mood brave] <—— Maybe not so much.
Mood changed to: Brave
Wimpy reset to: 123 hit points.

o HP:Critical MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 123 hit points.

o HP:Critical MV:Tiring > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 123 hit points.

o HP:Critical MV:Tiring >
p
[where ]
Players in your Zone
--------------------
Trill - The Courtyard
Rabbid - The Courtyard
Fong - The Eastern Wing of the Great Hall
You catch a faint scent of a horse nearby.
Trill narrates '1e well'

w
w
o HP:Critical MV:Tiring >
w
The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
*Saif* is here, fighting the dreadguard.
The dreadguard is here, fighting Saif.
*Saif* leaves south.

o HP:Critical MV:Tiring > In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]

o HP:Critical MV:Tiring > A forest trolloc bellows 'If you want to learn how to butcher the pink
ones, bring one to The Entrance to the Great Hall.'
The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
A sleek trolloc blends into the background.

o HP:Critical MV:Tiring >
w
n
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
An artifact collector stands here, searching specific items.

* HP:Critical MV:Tiring > The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
A beaked trolloc is here, scouting.

* HP:Critical MV:Tiring >
s
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
An artifact collector stands here, searching specific items.

1
1
* HP:Critical MV:Tiring >
1
[kill human]
They aren't here.

1
* HP:Critical MV:Tiring > [kill human]
They aren't here.

1
* HP:Critical MV:Tiring >
1
1
[kill human]
They aren't here.

* HP:Critical MV:Tiring > [kill human]
They aren't here.
*Saif* has arrived from the east.

1
* HP:Critical MV:Tiring > [kill human]
You try to pound *Saif*, but he deflects the blow.

* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

* HP:Critical MV:Tiring - Saif: Battered >
b

*Saif* scythes your head.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!
A wolfish trolloc joins your fight!
A Dha'vol trolloc joins a wolfish trolloc's fight!
A huge darkhound joins a wolfish trolloc's fight!
You pound *Saif*'s right leg.

* HP:Critical MV:Tiring - Saif: Battered >
[bash ]


-=
+*

*Saif* panics, and attempts to flee!

*
+=
-
A huge darkhound tries to hit Saif, but he parries successfully.
A Dha'vol trolloc tries to cleave Saif, but he parries successfully.
A wolfish trolloc tries to crush Saif, but he parries successfully.


*Saif* leaves east.

-=
They're not here anymore!

* HP:Critical MV:Tiring >
e
1

A Dha'vol trolloc leaves east.
A huge darkhound leaves east.
Trill narrates 'maybe 1n well'

1
1
* HP:Critical MV:Tiring > The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
*Saif* is standing here.
A sleek trolloc blends into the background.

* HP:Critical MV:Tiring >
[kill human]
You try to pound *Saif*, but he deflects the blow.

* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

1
1
* HP:Critical MV:Tiring - Saif: Battered >
*Saif* scythes your right arm hard.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!
A huge darkhound joins your fight!
A huge darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A Dha'vol trolloc joins a huge darkhound's fight!
A forest trolloc joins a huge darkhound's fight!
You pound *Saif*'s body hard.
[kill human]
You do the best you can!

b
* HP:Critical MV:Tiring - Saif: Battered > [kill human]
You do the best you can!

* HP:Critical MV:Tiring - Saif: Battered >
[bash ]


-=
+
The dreadguard has arrived from the east.

*
*+
=-
The dreadguard tries to crush Saif, but he parries successfully.
The dreadguard's hands weave a bright red flame...
*Saif* panics, and attempts to flee!
The dreadguard throws a fireball at Saif, who screams in pain. <—— Damn. Ouch!
A forest trolloc tickles Saif's left leg with his hit.
A Dha'vol trolloc tries to cleave Saif, but he deflects the blow.
A huge darkhound tries to hit Saif, but he deflects the blow.
A wolfish trolloc has arrived from the west.


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

* HP:Critical MV:Tiring - Saif: Critical >

The dreadguard's hands weave a bright red flame...
The dreadguard unleashes a fireball at Saif, whose charred corpse drops to the ground.
*Saif* is dead! R.I.P.
Your blood freezes as you hear *Saif*'s death cry.

o HP:Critical MV:Tiring >
8
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

o HP:Critical MV:Tiring >
nart rip
Arglebargle, glop-glyf!?!

o HP:Critical MV:Tiring >
nar rip <——— BANANNA!!!
Ok.

o HP:Critical MV:Tiring >
tafc
[get all from 1.corpse]
You get a pair of lissome leather boots with metal capped toes from the corpse of Saif.
You get a set of riveted chainmail leggings from the corpse of Saif.
You get a belt pack from the corpse of Saif.
You get a belt with a buckle of cuendillar from the corpse of Saif.
You get a wicked knife bladed axe from the corpse of Saif.
You get a silver etched shield from the corpse of Saif.
You get a silver Kandori wristcuff from the corpse of Saif.
You get a silver Kandori wristcuff from the corpse of Saif.
You get a sturdy pair of full leather gauntlets from the corpse of Saif.
You get a pair of riveted chainmail sleeves from the corpse of Saif.
You get an earthen brown mantle from the corpse of Saif.
You get a supple tunic of finely linked chain from the corpse of Saif.
You get a shimmering pendant of obsidian from the corpse of Saif.
You get a shimmering pendant of obsidian from the corpse of Saif.
You get a rimmed round helmet from the corpse of Saif.
You get a gold ring delicately carved with ivy from the corpse of Saif.
You get a gold ring delicately carved with ivy from the corpse of Saif.
You get an oilstone from the corpse of Saif.
You get a mirrored lantern from the corpse of Saif.
Trill narrates 'saif was inside'

o HP:Critical MV:Tiring >
ws
dd
[rem club]
You stop using a silver-banded war mallet.

sc
o HP:Critical MV:Tiring >
[draw dagger]
You try to quietly draw a shiny copper dagger from a brightly-colored sash.

o HP:Critical MV:Tiring > [scalp 1.corpse]
You lean over and sever the bloody head from the corpse of Saif.

o HP:Critical MV:Tiring >
nar he dead
Ok.

o HP:Critical MV:Tiring >
p
[where ]
Players in your Zone
--------------------
Trill - The Courtyard
Rabbid - The Blacksmith's Workshop
Fong - The Entrance to the Great Hall
You catch a faint scent of a horse nearby.

l
o HP:Critical MV:Tiring >
The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
The corpse of Saif is lying here.
A wolfish trolloc is here, howling for blood.
A grim-eyed man patrols the area for his Dark Lord.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
A sleek trolloc blends into the background.

l
o HP:Critical MV:Tiring >
The Entrance to the Great Hall
From the look of things this keep has not faired well over the ages. The
ceiling has collapsed in several places leaving debris all over the area.
The floor has buckled in many places forcing the beautiful marble tiles
to crack and even shatter. Moss grows and flourishes in the cracks of the
once marvelous marble walls. The courtyard lies to the west, and the Great
Hall continues to the east.
[ obvious exits: E W ]
The corpse of Saif is lying here.
Trill Killa is standing here.
A wolfish trolloc is here, howling for blood.
A grim-eyed man patrols the area for his Dark Lord.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
A sleek trolloc blends into the background.

o HP:Critical MV:Tiring >
tafc
[get all from 1.corpse]
The corpse of Saif seems to be empty.

o HP:Critical MV:Tiring >
p
s
e
[where ]
Players in your Zone
--------------------
Trill - The Entrance to the Great Hall
Rabbid - The Blacksmith's Workshop
Fong - The Entrance to the Great Hall

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

e
e
o HP:Critical MV:Tiring > In the Great hall
This is the huge intersection of all the halls in the keep. There is the
smell of decay hanging in the air along with the smell of stale air. The
beautiful marble slabs that make up the walls and floor are now covered
in a thick layer of dirt. The torch holders that used to hang on the walls
have fallen from their places to the floor causing cracks in the marble
tiles from the impact. The Hall extends in all directions here.
[ obvious exits: N E S W ]

e
o HP:Critical MV:Tiring > The Eastern Wing of the Great Hall
Long cracks line the walls of this hall. A strong stench comes from the room
to the north. Spider webs hang in the corners of the hall, their builders
working busy to maintain a clean web.
[ obvious exits: N E S W ]
Rabbid narrates 'NICE'

o HP:Critical MV:Tiring > The Eastern Wing of the Great Hall
The end of the hall reveals two doors that were once made of fine polished
leatherleaf wood. Now they are cracked and splintered, barely held up by
their hinges. A bedroom can be seen to the north. To the south a large
room opens up to the feast hall.
[ obvious exits: N S W D ]
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael guard stands here, protecting his master.
Cracking his already aged knuckles, the Ghar'ghael Quartermaster stands ready.
A massive Myrddraal stands here, leading the Ghar'ghael in battle.

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

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

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

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

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

o HP:Critical MV:Tiring > Alas, you cannot go that way...
Trill narrates 'nice'

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

o HP:Critical MV:Tiring >
0
0
0
0
[change mood wimpy]
You try to calm down, but can't.

0
0
o HP:Critical MV:Tiring > [change mood wimpy]
You try to calm down, but can't.

0
o HP:Critical MV:Tiring > [change mood wimpy]
You try to calm down, but can't.

o HP:Critical MV:Tiring > [change mood wimpy]
You try to calm down, but can't.

o HP:Critical MV:Tiring > [change mood wimpy]

o HP:Critical MV:Tiring >
op door
n
Ok.

o HP:Critical MV:Tiring > The Servants Rooms
Apparently a servants quarters, this room looks more like a tomb. The beds are
bloodied and the sheets ripped to shreds. Clothes are strewn about all over
amongst feathers from a pillow.
[ obvious exits: S ]
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A weathered, battle-hardened Ghar'ghael trolloc spits over his shoulder.

* HP:Critical MV:Tiring >
cl door
Ok.

* HP:Critical MV:Tiring >
nar need a sec
Ok.

* HP:Critical MV:Tiring >

Trill narrates '!'

* HP:Critical MV:Tiring >

Your heartbeat calms down more as you feel less panicked.

* HP:Critical MV:Strong >

Trill narrates 'you running off with phat loots?' <——— Greedy.

* HP:Critical MV:Strong >

The door is opened from the other side.

* HP:Beaten MV:Strong >

Trill closes the door.

* HP:Beaten MV:Strong >
nar lol no come get it
Ok.

* HP:Beaten MV:Strong >

Trill sits down and rests.

* HP:Beaten MV:Strong >
nar talking to my students <———— They were staring at me like wtf u doing?
Ok.

* HP:Beaten MV:Strong >
i
You are carrying:
the severed head of Saif the Human slain in the Blasted Lands
a silver-banded war mallet
a mirrored lantern
an oilstone
[2] a gold ring delicately carved with ivy
a rimmed round helmet
[2] a shimmering pendant of obsidian
a supple tunic of finely linked chain
an earthen brown mantle
a pair of riveted chainmail sleeves
a sturdy pair of full leather gauntlets
[2] a silver Kandori wristcuff
a silver etched shield
a wicked knife bladed axe
a belt with a buckle of cuendillar
a belt pack
a set of riveted chainmail leggings
a pair of lissome leather boots with metal capped toes
a skin of human flesh

* HP:Beaten MV:Strong >

Trill puts a mutton shank in a backpack.
Trill puts a basted turkey leg in a backpack.
Trill puts a thin vial of yellow fluid in a backpack.

* HP:Beaten MV:Strong >
put skin in pack
You put a skin of human flesh in a backpack.

* HP:Beaten MV:Strong >
wss
[wield club]
You're already wielding a weapon.

* HP:Beaten MV:Strong >

Trill says 'what he load?'

* HP:Beaten MV:Strong >

Trill says 'wicked?'

* HP:Beaten MV:Strong >

Your heartbeat calms down more as you feel less panicked.

* HP:Beaten MV:Full >
put scalp in pack
You put the severed head of Saif the Human slain in the Blasted Lands in a backpack.

* HP:Beaten MV:Full >
give all trill
You give a silver-banded war mallet to Trill.
You give a mirrored lantern to Trill.
You give an oilstone to Trill.
You give a gold ring delicately carved with ivy to Trill.
You give a gold ring delicately carved with ivy to Trill.
You give a rimmed round helmet to Trill.
You give a shimmering pendant of obsidian to Trill.
You give a shimmering pendant of obsidian to Trill.
You give a supple tunic of finely linked chain to Trill.
You give an earthen brown mantle to Trill.
You give a pair of riveted chainmail sleeves to Trill.
You give a sturdy pair of full leather gauntlets to Trill.
You give a silver Kandori wristcuff to Trill.
You give a silver Kandori wristcuff to Trill.
You give a silver etched shield to Trill.
You give a wicked knife bladed axe to Trill.
You give a belt with a buckle of cuendillar to Trill.
You give a belt pack to Trill.
You give a set of riveted chainmail leggings to Trill.
You give a pair of lissome leather boots with metal capped toes to Trill.

* HP:Beaten MV:Full >

Trill says 'heh'

* HP:Beaten MV:Full >

Trill stops using a Kandori snowflake necklace.

say sorry students
* HP:Beaten MV:Full >
Trill stops using a Kandori snowflake necklace.

* HP:Beaten MV:Full > Ok.

* HP:Beaten MV:Full >

Trill wears a shimmering pendant of obsidian around his neck.

* HP:Beaten MV:Full >

Trill wears a shimmering pendant of obsidian around his neck.

* HP:Beaten MV:Full >

Trill says 'np'

* HP:Beaten MV:Full >
r
You sit down and rest your tired bones.
You sheath a shiny copper dagger into a brightly-colored sash.

* HP:Beaten MV:Full >
score
You have 87(412) hit and 207(208) movement points.
You have scored 103562591 experience points and 661 quest points.
You need 4937409 exp to level and 339 qp to rank.
You have amassed 24 Turn points to date.
You have played 126 days and 2 hours (real time).
This ranks you as Fong the Rabid Hunter [Ghar'ghael 6] (Level 50).
You are resting.

* HP:Beaten MV:Full >
wss
[wield club]
You don't seem to have a club.

* HP:Beaten MV:Full >
say oo toss me club please
Ok.

* HP:Beaten MV:Full >
say nice axe there
Ok.
Trill gives you a silver-banded war mallet.

* HP:Beaten MV:Full >
wss
[wield club]
You wield a silver-banded war mallet with both hands.

* HP:Beaten MV:Full >

Trill nods in agreement.

* HP:Beaten MV:Full >

Trill says 'hmm'

s hands.

* HP:Battered MV:Fresh >
say go for it dude
Ok.

* HP:Battered MV:Fresh >
l
The Servants Rooms
Apparently a servants quarters, this room looks more like a tomb. The beds are
bloodied and the sheets ripped to shreds. Clothes are strewn about all over
amongst feathers from a pillow.
[ obvious exits: S ]
Trill Killa is resting here.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A young trolloc is here, growling with a deep bloodlust.
A weathered, battle-hardened Ghar'ghael trolloc spits over his shoulder.

* HP:Battered MV:Fresh >
p
[where ]
Players in your Zone
--------------------
Trill - The Servants Rooms
Fong - The Servants Rooms

* HP:Battered MV:Fresh >

Trill says 'I owe ya'

* HP:Battered MV:Fresh >
say nah
Ok.

* HP:Battered MV:Fresh >

Trill says 'want I know'

* HP:Battered MV:Fresh >

Trill says 'Ill give you 5 tokens'

* HP:Battered MV:Fresh >
say nah im good thanks
Ok.

* HP:Battered MV:Fresh >
p
[where ]
Players in your Zone
--------------------
Trill - The Servants Rooms
Fong - The Servants Rooms

* HP:Battered MV:Fresh >
say i die too much
Ok.

* HP:Battered MV:Fresh >
say give em to saif
Ok.

* HP:Battered MV:Fresh >
cac
You cackle gleefully.

* HP:Battered MV:Fresh >

Trill says 'me too = p'

* HP:Battered MV:Fresh >
say he had balls come in
Ok.

* HP:Battered MV:Fresh >
i
You are carrying:
Nothing.

* HP:Battered MV:Fresh >

Trill nods in agreement.

* HP:Battered MV:Fresh >

Trill stops resting, and clambers on his feet.

* HP:Battered MV:Fresh >

Trill opens the door.


* HP:Battered MV:Fresh >
nar dreadlord fucked him after bash
Ok.

* HP:Battered MV:Fresh >

Trill narrates 'crazy'

* HP:Battered MV:Fresh >

Trill narrates 'just the wrong room!'

nar lemme see log
* HP:Battered MV:Fresh >
Ok.

* HP:Battered MV:Fresh >

A forest trolloc bellows 'If you want to learn how to butcher the pink ones, bring one to The
Entrance to the Southern Twin Keep.'

* HP:Wounded MV:Fresh >

Sazi tells you 'you guys rip saif?'

* HP:Wounded MV:Fresh >
rep aye
Ok.

* HP:Wounded MV:Fresh >

Sazi tells you 'nice'

* HP:Wounded MV:Fresh >
rep i was talking to my students the whole time they looking at me like wtf teach?!!!
Ok.

* HP:Wounded MV:Fresh >

Trill narrates 'he dosnt die often, Im pretty sure that guy sitting on alot of eq/rares'

* HP:Wounded MV:Fresh >

Sazi tells you 'lol '

* HP:Wounded MV:Fresh >

Rabbid narrates 'aye'

* HP:Wounded MV:Fresh >
rep lol they still looking at me wierd
Ok.

* HP:Wounded MV:Fresh >

Sazi tells you 'sohuld try having a boss hanging over your shoulder and going, is that work???'

* HP:Wounded MV:Fresh >

Sazi has arrived from the south.

* HP:Wounded MV:Fresh >

Sazi looks at you.

* HP:Wounded MV:Fresh >

Sazi says 'still no BIRD SWORD'

* HP:Wounded MV:Fresh >
rep that he does he knows i play too so when he sees me typing madly hell come in and sit on my desk
Ok.

* HP:Wounded MV:Fresh >

Sazi throws back his head and cackles with insane glee!

* HP:Wounded MV:Fresh >

Zyonel
Posts: 69
Joined: Tue Jun 19, 2018 6:30 am

Re: Ouch! That really did HURT!

Post by Zyonel » Fri Sep 13, 2019 11:52 pm

*Ghurghl* sends you sprawling with a powerful bash!

* R HP:Hurt MV:Full - Ghurghl: Hurt > b

*Nognahoj* stabs your right arm hard.

* R HP:Hurt MV:Full - Ghurghl: Hurt >
The ancient tree tries to hit Nognahoj, but he dodges the attack.
The ancient tree tries to hit Nognahoj, but he parries successfully.
*Nognahoj* stabs your body hard.
*Ghurghl* pounds your head very hard.

* R HP:Wounded MV:Full - Ghurghl: Hurt > f

Nognahoj assumes an offensive striking posture.

* R HP:Wounded MV:Full - Ghurghl: Hurt > e
e

*Nognahoj* stabs your right leg hard.

* R HP:Wounded MV:Full - Ghurghl: Hurt >
The ancient tree tries to hit Nognahoj, but he deflects the blow.
The ancient tree tries to hit Nognahoj, but he deflects the blow.
*Nognahoj* stabs your right leg hard.
*Ghurghl* pounds your left arm hard.

[bash ] l - Ghurghl: Hurt >

Cancelled.
You panic and attempt to flee!

get club pack
rem sword
wield club
put sword pack
You flee head over heels.
A Pile of Lumber
[ obvious exits: E S W ]
Failed to correct map position after fleeing.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A baby lizard scampers about.
A Small Path
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A green woodpecker is visible flying high in the sky.
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* R HP:Wounded MV:Full > By the Apple Trees
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A juicy looking apple has fallen to the ground. [5]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
A rat scurries around trying to get out of sight.
A baby lizard scampers about.

* R HP:Wounded MV:Full > You get a bone club from a backpack.

* R HP:Wounded MV:Full > You stop using an emerald-hilted foil.

* R HP:Wounded MV:Full > You wield a bone club.

* R HP:Wounded MV:Full > e
You put an emerald-hilted foil in a backpack.

* R HP:Wounded MV:Full > e
e
In a Dying Orchard
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Taz* is standing here.
A snake is crawling through the water here.
A lynx creeps low to the ground, hunting for food.
*Taz* leaves west.

s
* R HP:Wounded MV:Full > The Blight
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > The Blight
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > The Blight
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
The corpse of the blighted tree is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > s
e
Near the Foothills
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > Path to Tarwin's Gap
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > nar taz
You narrate 'taz'

e
* R HP:Wounded MV:Full > Near the Foothills
[ obvious exits: S W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.

s
* R HP:Wounded MV:Full > e
d
Edge of the Foothills
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > In the Foothills
[ obvious exits: E W D ]
There are some tracks of a ridden mount leaving down.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving down.
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Wounded MV:Full > A Shallow Depression
[ obvious exits: U ]
There are some tracks of a ridden mount leaving up.
There are some tracks of a ridden mount leaving up.
There are some tracks of a humanoid leaving up.
A mirrored lantern has been left here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Saldaean cavalryman stands ready to fight.
A gray palfrey prances skittishly nearby.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A gray palfrey prances skittishly nearby.
The Shienaran forward scout commander stands ever vigilant.

* R HP:Wounded MV:Full > 0
[change wimpy 0]
You won't flee from any fight now.

* R HP:Wounded MV:Full > o
l
o
[k dark]
They aren't here.

* R HP:Wounded MV:Full > o
[dia h.dark]
No-one by that name here.

* R HP:Wounded MV:Full > o
[k dark]
They aren't here.

* R HP:Wounded MV:Full > l
o
[k dark]
They aren't here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
o
[dia h.dark]
No-one by that name here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
[k dark]
They aren't here.

o
* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
[k dark]
They aren't here.

o
* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
[k dark]
They aren't here.

* R HP:Wounded MV:Full > o
o
[k dark]
They aren't here.

o
o
* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
[k dark]
They aren't here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > [k dark]
They aren't here.

* R HP:Wounded MV:Full > o
o
o
o
[k dark]
You try to pound *Nognahoj*, but he parries successfully.

o
* R HP:Wounded MV:Full - Nognahoj: Healthy > [k dark]
You do the best you can!

* R HP:Wounded MV:Full - Nognahoj: Healthy > o
[k dark]
You do the best you can!

* R HP:Wounded MV:Full - Nognahoj: Healthy > *Nognahoj* tries to stab you, but you deflect the blow.
[k dark]
You do the best you can!

* R HP:Wounded MV:Full - Nognahoj: Healthy > b
[k dark]
You do the best you can!
*Nognahoj* panics, and attempts to flee!

* R HP:Wounded MV:Full - Nognahoj: Healthy > *Nognahoj* tries to stab you, but you parry successfully.
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
You try to pound *Nognahoj*, but he parries successfully.
[k dark]
You do the best you can!

[bash ] l - Nognahoj: Healthy >

-
*Nognahoj* panics, and attempts to flee!

*=
*Nognahoj* panics, and attempts to flee!

- +
A Shienaran forward scout tries to slash Nognahoj, but he parries successfully.
A Shienaran forward scout tries to slash Nognahoj, but he deflects the blow.
A Shienaran forward scout tries to slash Nognahoj, but he deflects the blow.


As *Nognahoj* avoids your bash, you topple over and fall to the ground!
No*nahoj* leaves up.


* R HP:Wounded MV:Full > st
o
kh
You are already standing.

* R HP:Wounded MV:Full > [k dark]
You try to pound *Nognahoj*, but he deflects the blow.

* R HP:Wounded MV:Full - Nognahoj: Healthy > [k h.dark]
You do the best you can!

* R HP:Wounded MV:Full - Nognahoj: Healthy >
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
*Nognahoj* panics, and attempts to flee!

* R HP:Wounded MV:Full - Nognahoj: Healthy >
A Shienaran forward scout tries to slash Nognahoj, but he parries successfully.
A Shienaran forward scout tries to slash Nognahoj, but he parries successfully.
A Shienaran forward scout tries to slash Nognahoj, but he parries successfully.
You try to pound *Nognahoj*, but he deflects the blow.

* R HP:Wounded MV:Full - Nognahoj: Healthy > off
b
[change posture offensive]
Posture changed to: Offensive
*Nognahoj* leaves up.

* R HP:Wounded MV:Full > [bash ]
Bash who?

* R HP:Wounded MV:Strong >
*Taz* has arrived from above.

* R HP:Wounded MV:Strong >
*Taz* tries to blast you, but you deflect the blow.

* R HP:Wounded MV:Strong - Taz: Healthy > o
[k dark]
You do the best you can!

f
* R HP:Wounded MV:Strong - Taz: Healthy > d

You pound *Taz*'s right arm hard.
A Shienaran forward scout joins your fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
A Shienaran forward scout joins a Shienaran forward scout's fight!
Ragan joins a Shienaran forward scout's fight!

You panic and attempt to flee!: Scratched >

You flee head over heels.
In the Foothills
[ obvious exits: E W D ]
Failed to correct map position after fleeing.
There are some tracks of a ridden mount leaving down.
There are some tracks of a trolloc leaving down.
There are some tracks of a ridden mount leaving down.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A Shallow Depression
[ obvious exits: U ]
There are some tracks of a ridden mount leaving up.
There are some tracks of a ridden mount leaving up.
There are some tracks of a ridden mount leaving up.
A mirrored lantern has been left here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Taz* is here, fighting a Shienaran forward scout.
You sense a hidden life form in the area...
A Saldaean cavalryman stands ready to fight.
A gray palfrey prances skittishly nearby.
A Shienaran forward scout is here, fighting Taz.
A Shienaran forward scout is here, fighting Taz.
A Shienaran forward scout is here, fighting Taz.
A gray palfrey prances skittishly nearby.
Ragan is here, fighting Taz.

* R HP:Wounded MV:Strong > o

Suddenly *someone* places something in your back!
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
Ouch! You lose a level.
A Saldaean cavalryman hates your guts!
Circle of Light
[ obvious exits: N D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.

* HP:Critical MV:Haggard > [k dark]

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